MUSTEL Victor’s position paper Double mediation of TEL in museums Technology-enhanced learning in museums is mediated by two key types of artifacts: museum artifacts and ICT systems. The main objective of ICT systems in museums is supporting visitors’ meaningful activities mediated by museums artifacts. Therefore, ICT should help bridge two distinct (if potentially overlapping) contexts: visitor’s activity contexts and activity contexts implicitly contained in the artifact. Also, ICT should be designed to address both advantages and disadvantages of museums as places for learning. Visitors and artifacts: Bridging activity contexts In perfect accordance with its name, Vygotsky’s cultural-historical approach (in a broad sense, that is, including activity theory) places learning and development in cultural and historical contexts. Human beings learn and develop by appropriating values, meanings, knowledge, and so forth, created by previous generations. Artifacts play a special role in transmitting culture: as mediators of our activities they bring with them accumulated experience of other people and thus make this experience influence what we do. It is not an exaggeration to say that most informal learning is in fact an appropriation of some kinds of artifacts. Learning the art of bicycle riding, fishing, or chess can be described as learning to use such artifacts as bicycle, fishing gear, or chess board and chess pieces. The artifacts appropriated by learners include not only materials things, or primary artifacts (using Wartofsky’s terminology), but also socially developed ways of using things, or secondary artifacts, such as King’s Indian Defense in chess. . Museums possess, probably, the most valuable artifacts on Earth. Therefore, the potential of museums for learning and development is enormous. But museums as places for learning also have serious disadvantages. In “everyday” informal learning appropriation of artifacts is tightly integrated into activities of the learner. Learning how to use fishing gear, for instance, is likely to take place within a meaningful social context and be a part of a memorable personal experience. There is a close match between two contexts: the context of individual’s interests, aspirations, goals, and challenges, on the one hand, and the context of fishing as a culturally-historically developed form of human practice, with its artifacts, rules of conduct, secrets of trade, unwritten rules, and inherent values, on the other hand. In museums these two contexts are typically dissociated from each other: visitors are typically very restricted in what they can do in museums, while artifacts are to a large degree displayed as decontextualized, separate objects. Therefore, to make the educational and developmental potential of museums come true, there is a need to (a) re-contextualize museum artifacts, render explicit and accessible the latent contexts associated with the artifacts and (b) bridge visitors’ activity contexts and artifact-related contexts. In order to do that one needs to systematically explore the two contexts. A preliminary “taxonomy” of the dimensions of the visitor’s activity context and artifact-related contexts is as follows: visitor artifact Visitor: Motivation: entertainment, finding out about the “roots” (personal or national identity), curiosity, socialization, formal learning, etc. “Format” of the visit: browsing, focused exploration, searching for an answer to a specific question, etc. Social context: friends, family, teachers, curators, etc. Tools available during the visit: mobile phones, digital cameras, loaned mobile devices, etc. Age group: pre-school children, school children, teenagers, adults, older adults. Artifact use (how the artifact is supposed to be used), design (why the artifact had been designed that particular way), inner workings (how and why it works), artifact evolution (in Henri Petroski’s sense), life conditions of the A. time, relation to the present (how the things are different now), other related artifacts (e.g., paintings of the same artist), politics, production of the culture (cultural heritage), stories behind this particular A. etc What are ICT systems in museums good for? ICT is a tool, and it needs to be evaluated or designed in relation to the purpose of its use. As argued above, the intended use of ICT in museum learning is bridging the gap between (a) activity contexts associated with artifacts and (b) visitor’s own activities. Since the focus here is on learning, ICT systems should help capitalize upon core advantages – and cope with disadvantages -- of museums as places for learning. A preliminary outline of such advantages and disadvantages is as follows: Advantages Authentic/ Different/ Unique (can be found only in the museum) Priceless ”Officially” recognized as valuable Disadvantages Fixed location/physical constraints/ Few people can use at the same time Limited hands-on experience/ Artifacts are protected Rules and norms of the environment limit collaboration/ communication To deal with both the advantages and disadvantages, a number of technological solutions have been proposed in previous research on TEL in museums: Verbal descriptions Replicas/proxies Narratives/ playacting Trails/ annotations etc At the same time, technology was found to have some negative side effects: Distraction Being “alien”, not fitting well with the setting Privacy violation Intellectual property issues Additonal constraints etc Implications for further reading When analyzing existing research in the MUSTEL area I plan to focus on the following aspects: Visitors. What are the interests, goals, and needs of the visitors involved in the study? What are the reasons why they came to the museum? Learning. What artifacts are used in setting up educational activities? What are the expected learning outcomes? What advantages of museums for learning are capitalized upon in the study? Problems. What limitations of (museum) learning are addressed in the study? Technological affordances and solutions. How exactly did technology help address the above problems? Outcomes: learning. What did the visitors learn? What were the criteria and procedures of assessment? Outcomes: technology. Did the technology work as expected? Were there any unanticipated benefits or negative side effects of technology?