Archivi categoria: Registrare / collezionare

Creative writing and museum objects

La scrittura creativa e oggetti museali

Gli studenti (dalla scuola primaria al liceo) possono migliorare la loro conoscenza riguardo un museo e gli oggetti museali in esso contenuti attraverso un corso di scrittura creativa. Attraverso tale tipo di approccio, le conoscenze, le abilità e competenze di base sono promosse contemporaneamente grazie all’utilizzo della tecnologia, dei lavori di gruppo e grazie alla presenza del tutor online. Gli alunni (dalla Scuola Primaria alle Scuole Secondarie di Secondo Grado), seguendo un corso erogato online, partecipano a tre unità didattiche sullo sviluppo delle abilità di scrittura creativa nel contesto delle conoscenze museali. Un tutor online (il docente) segue e valuta tutte le attività degli studenti. La durata del corso è di circa 4 settimane: 1 settimana dedicata ad ognuna delle attività 1 e 2, mentre due settimane per l’attività 3. Il percorso didattico è suddiviso in tre unità, ognuna con dei propri obiettivi specifici: analizzare un testo narrativo di argomento museale secondo gli elementi propri della narratologia, del linguaggio scientifico e della componente creativa; progettare e realizzare la scrittura creativa di argomento museale attraverso la stesura di un finale a partire da un racconto fornito;ideare, progettare e realizzare un testo creativo su un oggetto museale assegnato dal docente. Tutte le attività di scrittura sono effettuate tramite un programma di scrittura condivisa (es. Google Drive) in modo tale gli studenti possano lavorare anche a distanza. La presenza di una piattaforma per l’apprendimento a distanza risulta necessaria per l’organizzazione e l’attuazione delle attività

creative-writing


Creative writing and museum objects

COURSES This approach can be applied in a wide range of courses / subjects such as:

·      Science

·      Design and technology (ICT)

·      History

·      Geography

·      Art and design

NATIONAL CURRICULUM Heritage sites, museum and museum objects give the opportunity to promote creativity and writing skills, pivotal for developing other students’ basic skills, through an innovative learning approach.

GOALS The aim of this approach is to develop more skills and competences simultaneously, with the use of technology, cooperative learning methodology and an online tutor participation.

PARTICIPANTS Students (from primary to high school) participate in a course, given in e-learning mode and structured in 3 main activities where students work in groups. An online tutor (the teacher) evaluates and gives feedback to all students’ products

DURATION The duration of the course is about 4 weeks: 1 week for activities no.1 and no.2 and 2 weeks for activity no. 3.

PLAN OF ACTIVITIES The three activities are planned as follows: students read a short-story, based on a museum object and analise it (they highlight creative writing elements and available knowledge linked to the museum object); students write the end of a short-story which focuses on a museum object (they can develop their creative writing skills and knowledge about cultural heritage); students write a short-story which focus is a museum object assigned by the online tutor. All writing activities are carried out online through a collaborative writing program (e.g. Google Drive)

UTILITIES A online platform is necessary to organise the teaching approach.


http://www.libreriauniversitaria.it/tecnologia-critica-creativita-didattica-sci…

Type
  • Practise

Usage
  • Instruction / assignment
  • Exploring / research / inquiry
  • Recording / collecting

Learning activities
  • Signpost (introduce, set the scene, chapterise…)
  • Affect, emotional and empathic engagement
  • Make a synthesis, interprete
  • Create own (re)presentation, impression

Context
  • Classroom
  • Museum
  • At home

Languages
  • Italian

Age 6 to 12 years
Keywords
  • creative writing, museum object, short-story, writing skills, museum education, scrittura creativa, corsi online, oggetti museali

Submitted by UNIROMATRE

 

The Critic Globus experience

L’esperienza del CriticGlobus

Il CriticGlobus è stata un’esperienza che comprendeva una struttura costruita a forma di uovo, con materie grezze (per richiamare una capanna primordiale) che conteneva una webcam, posta all’uscita della mostra Terrantica. Volti, i miti e le immagini della terra nel mondo antico, organizzata al Colosseo durante l’estate del 2016. Un monitor all’interno di questa struttura mostrava 3 domande che permettevano alle persone di registrare brevi video che venivano poi mostrati su uno schermo al di fuori della mostra, visibile a tutti i visitatori del Colosseo (e su un canale Youtube).

globus-finito

I fattori chiave che hanno permesso a questa esperienza di essere un successo erano che lo spazio in cui è stata posta la videocamera era chiuso e privato, e che le domande poste avevano a che fare con temi molto ampi e universali (ad esempio, è stato chiesto alle persone di cantare una ninnananna tradizionali della loro terra d’origine). L’idea era quella di trasporre i temi della mostra nella vita personale dei visitatori, e di dare loro il modo di lasciare una testimonianza che diventava essa stessa parte della mostra. In questo modo le persone si rendevano conto che quei temi non erano lontani e che il loro patrimonio culturale personale fa parte del patrimonio culturale generale come la mostra appena visitata.

Per riprodurre lo stesso effetto in un contesto scolastico, è importante trovare uno spazio chiuso dove i bambini possono sentirsi liberi di esprimersi senza essere giudicati. Le domande possono essere preparate e stampate su un foglio e devono essere concepite tenendo presente l’obiettivo di innescare ricordi personali, esperienze o pensieri, che sono collegati ai temi del bene culturale che si sta studiando.

Il prodotto finale sarà una serie di video che permettono ai bambini di rendersi conto che il patrimonio culturale è collegabile a sé stessi e che viviamo in una società con una varietà di culture che si fondono e convivono. Per questo motivo, più bambini vengono coinvolti, più il materiale finale sarà interessante.

Gli strumenti tecnologici necessari sono un computer con una videocamera e un software per filmare i video, oppure uno smartphone dedicato a questo scopo (è quindi necessario collegare lo smartphone a un computer per scaricare tutti i video).

Chiaramente, al Colosseo è stato necessario visualizzare tutti i video prima di pubblicarli, in modo da escludere qualsiasi contenuto inappropriati e si consiglia di fare altrettanto a scuola.

The Critic Globus experience

The CriticGlobus was an experience that included a structure build in shape of an egg, with raw materials (in order to recall a primordial hut) that contained a webcam, placed at the exit of the exhibition Terrantica. Faces, myths and images of the earth in the ancient world, organized at the Colosseum during the summer of 2016. A monitor inside this structure showed 3 questions that allowed people to record short videos that were then shown on a screen outside the exhibition, for everyone to see (and on a Youtube channel).

The key factors that allowed this experience to be a success where that the space in which the camera was placed was closed and intimate and that the questions asked had to do with very broad and relatable themes (people were asked to sing traditional lullabies from their land of origin). The idea was to transpose the themes of the exhibition into the personal lives of the visitors, in order for them to leave a video that became itself an exhibit. That way people realized that those themes were not distant and that their personal heritage is cultural heritage just as the exhibition just visited.

In order to reproduce the same effect within a school context, it is important to find a closed space where children can feel free to express themselves without being judged. The questions can be prepared and printed on a sheet and must be conceived keeping in mind the goal of triggering personal memories, experiences or thoughts, that are linked to the topics of the example of cultural heritage that is being studied.

The final product will be a number of videos that allow children to realize that cultural heritage is relatable and that we live in a melting pot with a variety of cultures that blend and live together. This is why, the more children are involved, the more the final material is interesting.

The technological tools needed are a computer with a camera and a software to film the videos or a smartphone dedicated for this purpose (you then need to connect the smartphone to a computer in order to download all the videos).

Clearly, at the Colosseum it was necessary to view all the videos beforehand to exclude any inappropriate contents and it is advisable to do the same in school.

Type
  • Practise

Usage
  • Recording / collecting

Learning activities
  • Raise attention, intensify perception (raise questions, predict…)
  • Affect, emotional and empathic engagement
  • Create own (re)presentation, impression

Context
  • Classroom
  • Museum
  • Heritage site

Languages
  • English
  • Italian

Age 10 to 12 years
Keywords
  • video, personal experience, intercultural, peoples of the world, Sociology, global community
  • video, esperienza personale, interculturale, popoli, sociologia, comunità globale

Submitted by CoopCulture, Italy

 

Europeana

 

europeana

Europeana.eu is the EU digital platform for cultural heritage. More than 3,000 institutions across Europe have contributed to Europeana. These range from major international names like the Rijksmuseum in Amsterdam, the British Library and the Louvre to regional archives and local museums from every member of the European Union. Together, their assembled collections let users explore Europe’s cultural and scientific heritage from prehistory to the modern day. Mona Lisa by Leonardo da Vinci, Girl with a Pearl Earring by Johannes Vermeer, the works of Charles Darwin and Isaac Newton and the music of Wolfgang Amadeus Mozart are some of the highlights on Europeana.

Europeana gives access to different types of content from different types of heritage institutions. The digital objects that users can find in Europeana are not stored on a central computer, but remain with the cultural institution and are hosted on their networks. Europeana collects contextual information – or metadata – about the items, including a small picture. Users search this contextual information. Once they find what they are looking for, if they want to access the full content of the item, they can click through to the original site that holds the content.
Different types of cultural heritage organisations – libraries, museums, archives and audiovisual collections – catalogue their content in different ways and to different standards. Approaches also vary in different countries. To make the information searchable, it has to be mapped to a single common standard, known as the Europeana Semantic Elements. This metadata standard at present takes a lowest common denominator approach to the integration of different types of digital content. In 2010 the Europeana Data Model, a richer metadata standard, was introduced will help to give users more and better information. Europeana accepts metadata about digital objects, it does not make any decisions about digitisation. The decision about which objects are digitised lies with the organisation that holds the material.

Users of Europeana can search amongst hundreds of thousands cultural heritage artifacts and according to the case use or reuse these in their own environment and context, for example for education purposes.

 


Explore 53,644,697 artworks, artefacts, books, videos and sounds from across Eu…

Type
  • Tool
Usage
  • Exploring / research / inquiry
  • Recording / collecting
  • Presenting / reporting
Learning activities
  • Show, demonstrate, give access to (also tangible) also to events, objects that are otherwise inaccessible
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Create own (re)presentation, impression
Context
  • Classroom
  • At home
Languages
  • English
  • Dutch
  • Italian
Keywords
  • Europe
  • Digital library
  • Repository
  • Archive
Submitted by ATiT
 

ArtPlanner – creating a trip planner

artplanner-scuole

ArtPlanner Scuole

L’ArtPlanner è una piattaforma web che presenta un territorio e permette di pianificare un itinerario di visita personalizzato. Dietro c’è un software che gestisce contenuti quali immagini, testi, file audio e informazioni pratiche (orari, biglietti, coordinate geografiche), combinando queste informazioni in molteplici modi per ottenere svariati tipi di front end che si aggiornano in contemporanea. E’ nato per promuovere il patrimonio turistico e culturale diffuso, in quanto spesso si incontrano territori con un alto numero di microattrattori e che dunque hanno difficoltà a dare visibilità alla loro complessità.
Applicato alle scuole, gli studenti fanno ricerca per scoprire, censire e presentare i punti di interesse di un determinato territorio e in poi si confrontano con le sfide della comunicazione via web per creare una mappa interattiva con tutte le informazioni utili per permettere ad un utente di confezionare un suo itinerario di viaggio, completo di presentazioni, approfondimenti, informazioni pratiche e istruzioni di navigazione.

The ArtPlanner is a web platform that presents a territory and allows you to plan a customized trip itinerary. Behind it there is a software that manages content such as images, texts, audio files and practical information (schedules, tickets, geographical coordinates), combining this information in multiple ways to obtain various types of front ends that update simultaneously. It was created to promote cultural heritage that is spread on a territory, and therefore based on a network of many points of interest rather than one big landmark.
Applied to schools, students research to discover, review and present the points of interest of a territory and then face the challenges of web communication to create an interactive map with all the relevant information to allow a user to create their own travel itinerary, complete with presentations, explanations, practical information and navigation instructions.


http://www.artplannerscuole.it/
http://www.luoghigiottoitalia.it/
https://www.distrettoturisticoselinuntino.it/

Type
  • Tool

Usage
  • Tracking / mapping / routing
  • Exploring / research / inquiry
  • Recording / collecting
  • Presenting / reporting

Learning activities
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Make a synthesis, interprete
  • Create own (re)presentation, impression

Context
  • Classroom
  • Museum
  • Heritage site
  • At home

Languages
  • English
  • Italian

Age 10 to 12 years
Keywords
  • itinerary, presentation, summarizing, photography, editing, geolocalization
  • itinerari, presentazione, fotografia, riassumere, revisione testi, geolocalizzazione

Submitted by CoopCulture, Italy

 

Cardboard, a VR app for Android smartphones

Cardboard is a free virtual reality (VR) app that puts virtual reality on every Android smartphone. The Cardboard app can launch VR experiences, helps users to discover new VR apps and set up a VR viewer. The app includes a number of demos:

  • Fly over the world on Google Earth or visit the Arctic regions.
  • A visit to Versailles with a local guide.
  • Users can watch their own videos on what feels like a giant screen.
  • Users can examine cultural artefacts from every angle.
  • Users can look around photo spheres that they’ve captured.

To use the Cardboard app, a Cardboard viewer is needed. Cardboard viewers can be easily and cheaply assembled, see for suppliers http://g.co/cardboard.

Good tips and advise for how to design VR experiences is provided by another Google app: Cardboard Design Lab which is also freely available.

A Cardboard users’ and developers’ community is active at http://g.co/cardboarddevs where they exchange experiences and developments.

cardboardvr_0

Cardboard, een VR app voor Android smartphone

Cardboard is een gratis virtual reality (VR) app die virtual reality mogelijk maakt op elke Android-smartphone. De Cardboard app kan de gebruikers VR ervaringen aanbieden, helpt gebruikers om nieuwe VR apps te ontdekken en een VR-viewer opstellen en gebruiken. De app bevat een aantal demo’s:

  • Vlieg over de hele wereld op Google Earth of bezoek de Arctische gebieden.
  • Een bezoek aan Versailles met een lokale gids.
  • Gebruikers kunnen eigen video’s bekijken op wat aanvoelt als een reuze scherm.
  • Gebruikers kunnen kunstvoorwerpen vanuit elke hoek onderzoeken.
  • Gebruikers kunnen rondkijken op zelfgemaakte panoramafoto’s.

Om de Cardboard app te gebruiken, is een Cardboard viewer nodig. Cardboard viewers kunnen gemakkelijk en goedkoop zelf geassembleerd worden, zie voor leveranciers http://g.co/cardboard.

Goede tips en advies over hoe VR toepassingen te ontwerpen kan de gebruiker leren via een andere gratis Google-app: Cardboard Design Lab.

Een gemeenschap van Cardboard gebruikers en ontwikkelaars is actief op http://g.co/cardboarddevs waar zij ervaringen en ontwikkelingen uitwisselen.

 



https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboard…

Type
  • Tool

Usage
  • Recording / collecting
  • Presenting / reporting

Learning activities
  • Raise attention, intensify perception (raise questions, predict…)
  • Show, demonstrate, give access to (also tangible) also to events, objects that are otherwise inaccessible
  • Create own (re)presentation, impression

Context
  • Heritage site

Languages
  • English

Age 7 years
Keywords
  • virtual reality

Submitted by ATiT

 

SMARTART – WHEN THE IMAGES SPEAK OF ART

Quando le immagini parlano di Arte

L’uso delle TIC per lo sviluppo di conoscenze legate ai musei e alle opere d’arte viene promosso dalle Indicazioni Nazionali e dalle Linee Guida per gli Istituti Tecnici, Professionali e Licei

per tutta la durata dei cicli di istruzione. Lo scopo di questo tipo di scenario di insegnamento/apprendimento è quello di fornire agli studenti la possibilità di sviluppare le proprie conoscenze in ambito museale e artistico attraverso l’utilizzo di app e degli strumenti digitali da loro posseduti. La metodologia del BYOD (Bring Your Own Device) permette l’utilizzo di smartphone e tablet degli student in percorsi di apprendimento costruiti con attenzione dal docente. La app SMartART, indirizzata ad alunni di scuola media e superiori, può essere utilizzata nel seguente modo: il docente divide gli alunni in gruppi di 3-4 membri e assegna loro una lista di opera d’arte che essi autonomamente devono cercare durante la visita al museo. Le opere verranno inquadrate dagli alunni che ricaveranno automaticamente tutte le informazioni attraverso la app. Una volta terminate la visita, gli studenti potranno esporre in classe il loro percorso effettuato all’interno del museo e le informazioni ricavate grazie a SMartART. Tali informazioni, disponibili anche offline, possono essere riprese e riutilizzate dagli alunni in qualsiasi momento del percorso di apprendimento. Inoltre, essi avranno la possibilità di creare un personale Storytelling riguardo l’esperienza al museo e condividerlo tramite i Social network.

COURSES This approach can be applied in the following courses / subjects: Design and technology (ICT);  History;  Art and design

NATIONAL CURRICULUM Using ICT in promoting cultural and heritage education is promoted by the Italian School System from Primary school to High school.

GOALS The aim of this approach is to develop museum knowledge in primary-middle-high school students, through the use of apps. The learning methodology used is BYOD (Bring Your Own Device) thanks to which students can use their own devices in a predetermined learning pathway, planned by the teacher.

PARTICIPANTS Middle and high school students, divided into working groups of at least 3 members.

DURATION 2 activities; about 2 h for each activity

PLAN OF ACTIVITIES After having chosen a Museum that offers the use of the application SMartART, a teacher could divide his/her students in small groups of 3 or 4. Every group receives a list of artworks of the Museum. During their visit, the children will walk around the Museum and discover it. As soon as they find an artwork that is included in their list, they should take a picture of its icon in order to instantly receive background information and interactive contents about the chosen artwork. The small groups will explore multimedia additional information, such as texts, videos and links. After their visit, the class will meet back at school where every students group explains what they discovered to their classmates.

The information collected by the students is accessible also off-line, what means that the pupils have access to certain information also after their visit. They can save the artwork adding it to his/ hers favourites, collecting them in a storyboard like a “postcards souvenir”. Therefore, children will be strongly engaged and inspired, and their curiosity of gaining more information grows even more. This kind of work makes it possible to reuse the gained information also in the following lessons.

Moreover, teachers could use this application in order to let their pupils create a personal Storytelling of the museum experience and to share their personal collection via Social Media. Moreover, they can easily recommend museums and galleries to their friends and family.

UTILITIES smartphone or tablet

 

smartart-approache


SMartART link

Type

  • Practise

Usage

  • Tracking / mapping / routing
  • Recording / collecting

Learning activities

  • Hook (get attention, build interest, break the ice, catch the eye)
  • Create own (re)presentation, impression

Context

  • Classroom
  • Museum

Languages

  • English
  • Italian

Age 9 to 12 years
Keywords

  • app
  • SMartART
  • BYOD

Submitted by