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Presented at 2008 AAM Learning in Museums Seminar
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Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Museum Educators Innovating with Technology
Scott Sayre and Kris Wetterlund
AAM Learning in Museums Seminar
Friday, June 20, 2008
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
What are the conditions for museum educators successfully innovating with technology in museums?
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Conditions for ClassroomTechnology InnovationsConditions for ClassroomTechnology InnovationsYong Zhao, Michigan State University, Kevin Pugh, University of Toledo, Stephen Sheldon, Johns Hopkins University, Joe L. Byers, Michigan State University
Teachers College Record, Volume 104, Number 3, April 2002, pp. 482-515
ARTstor Study
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Museum Educators Innovating with TechnologyMuseum Educators Innovating with TechnologyThe Innovator (Educator)
The Innovation (Project)
The Context (Museum)
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
ARTstor ProjectsARTstor Projects
Docent Project
History Museum
Video Conferencing
Teacher Partnership
The Museum Educator as Innovator
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
The Innovator (Educator)The Innovator (Educator)Knowledge of the technology and its enabling conditions
A Request for Proposals (RFP) that contained wildly varied levels of detail made it impossible to bid on.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
The Innovator (Educator)The Innovator (Educator)
Pedagogy-technology compatibility
In an ARTstor test, a history museum educator stressed her emphasis in bringing in resources from all disciplines to aid teaching history at her museum.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
The Innovator (Educator)The Innovator (Educator)
Knowledge of the organizational and social culture of the museum
Technology staff proposing a project that put technology in the hands of art museum docents. The educator expressed interest but knew the docents would resist.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
The Innovation (Project)The Innovation (Project)
Alignment with the museum culture
Museum authority versus Web 2.0
The art mob and MOMA
The Library of Congress and Flickr
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
The Innovation (Project)The Innovation (Project)
Required resources are available: human, economic and technology
Cell phone audio tours
YouTube, Facebook, Flickr, etc.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
The Innovation (Project)The Innovation (Project)
Distance from the innovators current practices
MDL teacher training. Teachers who succeeded were those who used Pachyderm to create resources for something they were already teaching.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
The Context (Museum)The Context (Museum)
Technological infrastructure (facility, network, equipment, etc.)
Museum educators would like to use YouTube videos in docent training but the IT staff of the museum has YouTube blocked because the network can’t support video streaming.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
The Context (Museum)The Context (Museum)
Human infrastructure
The first version of ArtsConnectEd placed more demands on the new media staff than resources were available. Solution: Recreate ArtsConnectEd so that museum educators are responsible for content.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
The Context (Museum)The Context (Museum)
Organizational culture (support staff, policies and procedures, etc.)
Cell phones and laptops are banned in some museum buildings.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
The InnovatorKnowledge of the technologyPedagogy/technology compatibilityKnowledge of museum culture
The InnovationDistance from cultureDistance from resourcesDistance from innovator’s practice
The ContextTechnology infrastructureHuman infrastructureOrganizational culture
Successful Tech Projects
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Museum Educator Technology Preparedness Quiz
Museum Educator Technology Preparedness Quiz
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Preparedness QuizSection A: The InnovatorPreparedness QuizSection A: The Innovator
Question 1I can use the technology myself and am familiar with all of the enabling technologies needed to support it.
No Some Yes1 2 3 4 5
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Preparedness QuizSection A: The InnovatorPreparedness QuizSection A: The Innovator
Question 2The way this technology aids learning closely parallels my own teaching philosophy.
No Some Yes1 2 3 4 5
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Preparedness QuizSection A: The InnovatorPreparedness QuizSection A: The Innovator
Question 3I understand and can navigate easily the social/political dynamics of my institution.
No Some Yes1 2 3 4 5
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Preparedness QuizSection B: The ProjectPreparedness QuizSection B: The Project
Question 4This project is a variation of something I’ve done or do already.
No Some Yes1 2 3 4 5
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Preparedness QuizSection B: The ProjectPreparedness QuizSection B: The Project
Question 5I understand and can navigate easily the social/political dynamics of my institution.
No Some Yes1 2 3 4 5
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Preparedness QuizSection B: The ProjectPreparedness QuizSection B: The Project
Question 6I can implement this project without cooperation from anyone else.
No Some Yes1 2 3 4 5
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Preparedness QuizSection C: The ContextPreparedness QuizSection C: The Context
Question 7Communication between technology staff, museum leadership and me is common.
No Some Yes1 2 3 4 5
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Preparedness QuizSection C: The ContextPreparedness QuizSection C: The Context
Question 8Technology components required to implement this project work well and are easily available to me whenever I need them.
No Some Yes1 2 3 4 5
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Preparedness QuizSection C: The ContextPreparedness QuizSection C: The Context
Question 9I work in an organization that welcomes and encourages innovation with supportive policies for technology purchases and related professional development.
No Some Yes1 2 3 4 5
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
It’s Time to Calculate Your Scores…It’s Time to Calculate Your Scores…
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Scoring: The InnovatorScoring: The InnovatorThe innovator is the most important domain used to determine innovation success or failure. If innovator scores total nine or above, the project may well succeed even if scores in the other two domains are not as high.
Score 9-12: Innovator’s strengths will likely steer project to success
Score 5-8: Innovator should proceed with caution. If other domains have scores of 9 or higher, success is still possible.
Score 0-4: Innovator may benefit from reflecting on the nature of his/her pedagogy and developing a deeper understanding of the proposed technology. An awareness of the social dynamics of the institution will aid the innovator in choosing the right innovation and the right time to introduce it.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Scoring: The InnovatorScoring: The InnovatorThe innovator is the most important domain used to determine innovation success or failure. If innovator scores total nine or above, the project may well succeed even if scores in the other two domains are not as high.
Score 9-12: Innovator’s strengths will likely steer project to success
Score 5-8: Innovator should proceed with caution. If other domains have scores of 9 or higher, success is still possible.
Score 0-4: Innovator may benefit from reflecting on the nature of his/her pedagogy and developing a deeper understanding of the proposed technology. An awareness of the social dynamics of the institution will aid the innovator in choosing the right innovation and the right time to introduce it.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Scoring: The InnovatorScoring: The InnovatorThe innovator is the most important domain used to determine innovation success or failure. If innovator scores total nine or above, the project may well succeed even if scores in the other two domains are not as high.
Score 9-12: Innovator’s strengths will likely steer project to success
Score 5-8: Innovator should proceed with caution. If other domains have scores of 9 or higher, success is still possible.
Score 0-4: Innovator may benefit from reflecting on the nature of his/her pedagogy and developing a deeper understanding of the proposed technology. An awareness of the social dynamics of the institution will aid the innovator in choosing the right innovation and the right time to introduce it.
Scott Sayre & Kris Wetterlund Sandbox Studios/Museum411Learning in Museums 2008, June 20, 2008
Scoring: The ProjectScoring: The ProjectInnovations most likely to succeed are those that have some connection to current practice or do not require significant leaps in technology acquisition for the host institution. The degree of dependence on other people also impacts a project’s success or failure. Research indicates that projects rooted in “evolution rather than revolution” have a greater chance for success.
Score 9-12: This innovation is likely to be a timely step in the museum’s technology development.
Score 5-8: This innovation may present significant hurdles during the implementation process. Innovator should question if strengths in other domains (Innovator and Context) are enough to overcome these hurdles at the present time.
Score 0-4: The innovation is likely to present too many barriers to meet with success at this time. Examining other areas of current practice to identify projects that require smaller technological and pedagogical challenges may be recommended.