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Informal learning and cultural understanding through the use of mobile devices

Liviana Sala Master thesis
by Liviana Sala on 13 January 2013

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Transcript of Informal learning and cultural understanding through the use of mobile devices


"Informal learning
and cultural understanding
through the use of mobile devices" My Project Stages of Developement Research Design Research Results FRONT-END
EVALUATION FORMATIVE
EVALUATION SUMMATIVE
EVALUATION MARCH/JUNE 2010 MAY/JULY 2010 JULY/OCTOBER 2010 Preliminary studies: Benchmarking handled devices
Informal and mobile Learning
Museum Education
iPad Usability
Research design for informal learning educational projects
Qualitative analysis
Monte Verità environment and requirements Information and Research Design: Observation and Analysis Data gathering
Data elaboration (evaluation of the impact of the settled project)
Documentation of unintended outcomes. Prototype design and implementation (User Centered Design)
Testing
Improvements. 30/11/2010
Thesis Defense of Liviana Sala Informal Science Education Program (ISE), by the
US National Science Foundation. Observations
and
Questionnaires Does an iPad application in this context stimulate Informal Learning by enhancing social discussion, debates and negotiation of meanings? Does the iPad interface design support interactions during the tour? Methodology Framework
of analysis: Impact
Factors Research Question 3: Research
Question 2: Research
Question 1: Does our iPad application, used as a multimedia support for the guide, positively affect the tour ? Engagement and
Motivation Understanding and
Awareness Behavior Is a case study on a small and niche Swiss Cultural Institution:
Monte Verità Foundation.

Is focused on GUIDES
and the role of
CULTURAL MEDIATORS,
who could exploit through the non intrusive use of mobile technologies. To demonstrate the effectiveness of the use of mobile technologies as mediated educative supports in cultural environments, by giving an appropriate theoretical framework, and by structuring a research design. To design a prototype of an iPad application to be used by guides during the guided tour, create the conditions for its experimental adoption at Monte Verità of Ascona and test its effectiveness on the spot. GOALS 1 2 3 To collect and evaluate data about the project following the guidelines suggested by the Informal Science Education Program (ISE) of the US National Science Foundation. Does an iPad application in this context stimulate Informal Learning by enhancing social discussion, debates and negotiation of meanins? Research
Question 2: Research Question 3: Does the iPad interface design support interactions during the tour? G) Visitors' interaction with the iPad. E) Visitors interaction with the guide D) Cross-reference between content proposed with the iPad and content recalled by visitors. C) Visitors' engagement
in the tour The questionnaire confirmed our perception: 9.1% of the visitors were very satisfied with the overall experience of the tour, 63.6% fairly satisfied and 27.3% little satisfied. F) Explicit declarations regarding acquisition of meanings during the experience. B) Visitors interaction with
other visitors In the questionnaires visitors recalled a total of 97 issues related to the tour; 31.1% of these issues were related to the content proposed with the iPad.

On the other hand the total ammount of multimedia content proposed through the iPad was 54, and visitors recalled 14.2% of them. I) Improvements Conclusions Further Developements Reformulate some tags

Contents

More training for guides

Wi-Fi coverage Structure an Informal Learning Environment Where the iPad act as a SHARED SPACE, which aliments discussion under the guidance of a MEDIATOR (professional guide)
Visitors interact with sensory data mediated by both, technologies and guides.
This should enhance the construction of their own meanings around the Cultural Institution Based on mobile technologies and suited for Monte Verità Foundation Building a BRIDGE between cultural Institutions and Schools:

DIDACTICAL
PACKAGES D) The application did not demonstrate to stimulate prepondently RECALL

E) BUT it did demonstrate to stimulate SOCIAL DISCUSSION, DEBATES and NEGOTIATION OF MEANINGS among visitors (B) and guides

F) As a consequence it contributed to an evolution of INFORMAL LEARNING (F) PARTIALLY,
in terms of:

G) Visitors interaction with the iPad

H) Effectiveness
(problems occured)

I) Need of technical adjustments Does our iPad application, used as a multimedia support for the guide, positively affect the tour ? Research
Question 1: YES, in terms of:

A) Quality of some of the proposed content

B) Interaction between visitors

C) Engagement The Prototype Design Publications "Mobile Learning in Cultural Institutions through the use of an Apple iPad application prototype.
A case study at Monte Verità".

By Elisa Rubegni, Liviana Sala, Sara Vannini.
Università della Svizzera italiana, Lugano, Switzerland.

Proceedings of Red-Conference. Rethinking education in knowledge society. International Conference.
March 07-10, 2011.
Monte Verità, Ascona, Switzerland. THANKS FOR YOUR ATTENTION!
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