Showing posts with label digital media. Show all posts
Showing posts with label digital media. Show all posts

Monday, July 1, 2013

Web statistics and digital impacts



The National Park Service web catalog site was re-launched in 2011, partly in response to a report by National Academy of Public Administration report (2008) that asked “that NPS make public search tools more user friendly, ensure that museum staff use the web catalog module of ANCS+.” 

As the PI for the project we based our success criteria around these terms: more people using the site, and more parks participating. By these criteria we’ve been successful. Site traffic has increased ten-fold, and we’ve tripled the number of parks participating. We can see a much wider range of pages accessed, and an increase in how long people spend on the site. We’ve also implemented our own log files, tracking searches, exhibits, and the subsequent records accessed. One side effect was analyzing searches resulting in zero results, giving an insight how people were interacting with the search engine and allowing us to make some code changes to minimize “failure”.

All of which bring me to the Balanced value Impact Model by Simon Tanner (2012). The report looks at how to conduct Impact Assessment for digital resources. It is comprehensive, and opens up a much wider and sophisticated model for judging the utility of digital projects. It notes multiple perspectives in evaluation (hence the Balanced Value), and a number of different values to be considered within each perspective. For the park digitization project I don’t think we’ve been talking enough about many of these potential benefits: one example being the internal park benefits, including cross-park collaborations. For the societal benefits we know the parks are primarily considered physical places; the web catalog site shows, and shares, some of the other assets the parks hold. The Park Service is already well considered by the American public, and it is useful to consider how much added community value the digital collections provide. 

The model does allow for some negative economic effects, jokingly noting that people perusing digital collections could be shopping instead. For archaeological collections the concern for putting artifacts online is that it might encourage a few people to break the law, and dig for these objects on National Park Service land. However, presenting these objects can also serve as advocacy for archaeology, their digital presence stating that these objects are as intellectually valuable, and communally owned and shared.

There’s so much more in Tanner’s report that I need to look through and read – the bibliography alone serves as a semester study course. I’ll be working through the model to continue thinking about how to present the success of the project, and how to justify the project and park resources needed to continue to grow this project.

Citations:

National Academy of Public Administration. (2008, October). Saving Our History: A Review of National Park Cultural Resource Programs. Retrieved June 30, 2013, from http://www.napawash.org/publications-reports/a-review-of-national-park-cultural/


Tanner, S. (2012)
Measuring the Impact of Digital Resources: The Balanced Value Impact Model. King’s College London, October 2012. Available at: http://www.kdcs.kcl.ac.uk/innovation/impact.html



Tuesday, April 26, 2011

The Story in Stories Past

I’m currently picking my way through Is the Internet Changing the Way You Think?: The Net's Impact on Our Minds and Future there are many ideas in this book (a future blog will be a review) but it made me think about how much has changed in last fifteen years, and how Stories Past developed.

We started from an episodic story Stoney Grove which debuted in March 1998. It ran through three seasons, and is the story of an Englishman and an American women who meet, win the lottery, buy a ‘great’ house in England and finally fall in love. We did three seasons and concluded with a live interactive wedding. The site used multiple narrative techniques – emails, diaries, newspapers, direct chat and letters (it was the old days!). It also used dynamic html to present the story.

From this site we created an education module. Students were asked to explore a version of the house and try and discover the who, what and where – who lived there, when they lived there, what was happening to the family, and what was happening in the world at that time. We were completely naïve when it came with working with schools and, though we did have some great feedback from a number of students who used it, we never were able to go “commercial.”

So we took the ideas and techniques we’d developed went to museums and archaeology programs and said, let us do this for you using your content. Since then keeping up with the technology changes is a constant challenge but the range of what we can do now is extraordinary. If you can describe what you want, we can find a way of doing it. But our approach is informed by some of the ideas we had when creating Stoney Grove: learning works best when it’s contextual, some (though not all) students learn more from an active/interactive learning style, and that a good module is exploratory and non-linear.

If you’ve got a few hours Stoney Grove is still online!

Thursday, March 31, 2011

Millennials


As an exhibitor I was manning the booth for much of the Tennessee Association of Museums conference. I heard the indefatigable Ken Mayes (AMSE) keeping everyone up to date on web tools (The Online Visitor) and  I did get to the session on millennials (The Next Generation of Visitors: Creating Museum Experiences  that Connect with Younger Audiences by Lori Cagan of Tombras Group  and Sylvia Martin from A Different View). As part of the presentation we had three millennials adding their insights. Millennials are broadly defined as the generation born in the mid 70’s to 2000.

Regarding technology, it’s no surprise that this group is heavily into communication. I had the experience as a younger man of living abroad, pre-internet. I sent and received letters and monthly made a phone call on the public telephone in the high street. This generation gets stressed by not being connected 24-7. And most of the connection - social media, texting, chatting - is mobile. They access the web through a phone screen.

At the end of the session the panelists were asked what museums could do to make themselves more engaging to Millennials. All three answered with the word interactive. They felt that museums should come to them, to engage them through changing, and participatory content. This is a group that wants to be involved, but perhaps is less into self exploration than reaction – they are getting a lot of calls on their attention!

The PBS special digital media  pointed to the work museums are doing as places of experimental learning. There really is no limit to what can be achieved. Stories Past is working on projects involving mixed media, social interactions and gaming. It’s a fun time to be working in this area.

How Millennial are you? Try the Pew Research Quiz. Is Millennial an age range, or a state of mind?

Monday, March 7, 2011

Putting Virginia Archaeology on the map

Egloff Atlas of Virginia Archaeology

Google maps seem like a natural for archaeology. Though they are not fine grained enough for a single site, they excel in showing multiple sites, or indeed any spatial content. The maps form the starting point, and content – text, images, and videos – can be layered on top, along with any type of interaction.
Stories Past created a simple map for lithics last year  as part of a larger module on points and lithics.  Now we’ve put up the Egloff Atlas of Virginia, named after noted Virginia archaeologist Keith Egloff.

The map shows sites in Virginia that have archaeology and you can select by region, or by specific site. The content was developed by the Council of Virginia Archaeology and the Virginia Department of Historic Resources and should serve as a way of promoting Virginia archaeology.

There are a million ways to use Google maps in interpretation and research. The development costs are low and you it comes with all the Google functionality: zooms, drag, satellite, map and street view. If the content is created through an XML file it can be easily maintained through a simple text editor. Showing routes or journeys, linking story and place, overlaying maps with layers to show distribution of artifacts across a region or country, relating time and space, showing landscape features – the list is endless as this link proves!

Sunday, February 27, 2011

Review: Videogames and Education by Harry J. Brown

Videogames and Education (History, Humanities, and New Technology)Videogames and Education by Harry J. Brown

My rating: 5 of 5 stars


Brown’s engaging read can serve as a primer for looking at video games. The first section, poetics, looks at video games through the lens of storytelling, aesthetics and film. He points out the two approaches of seeing video games: Ludologists who essentially see them as puzzles and Narratologists who see them as story. One difficulty in looking at games as stories is that they lack a clear central narrative  - but this is judging them as traditional literature. At their best games weave multiple threads, with the player a part of the story, presenting perhaps a conversation, or a shared performance, more than a telling, with an end result that is more “history”, rather than novel. Perhaps games have not yet found their Dickens, as Brown suggests, but we don’t judge all literature by the most hackneyed romance novels. The great works may be just around the corner, but they won’t be like books. This book does a good job in placing games in a wider context, but also notes that they remain ‘other’ – a point Brown re-inforces by pointing out how badly games have translated into movies!

I think Gee has argued that games are inherently educational, that their structure begets learning though the problem solving required in games. Brown, I think, would be more cautious, and in several places he emphasizes that games do not replace educators, but ask them to be more like guides, than the source of all wisdom. Some of the controversy over the use of gaming in schools is more clearly as discussion of what and how students should be taught, rather than a disagreement of the efficacy of the methods. But in the second section of the book, Rhetoric, Brown talks about the rhetoric of interactivity, the idea that playing a game, or perhaps using ‘playful mechanics’, is a fundamentally different engagement for students than reading, listening or watching. It’s an engagement that he sees relating to the teaching of empathy, but it also ties into different learning styles for different students. Maybe some, but not all, students will learn better this way.

In the final section, “pedagogy” he examines education, identity and communication, and finally “modding” using the tools of gaming to create new environments. He looks at the creation of social spaces and points out that for effective learning these spaces still need to be mediated. I personally doubt that shy students are suddenly ‘freed’ by a virtual identity, bullying still occurs on the online world. But equally an online environment changes the social dynamic, and its emphasis on non-verbal communication is clearly a benefit for some students.

In most of the literature I’m reading, and in this book, there seems to be a lack of clarity at times about what video games are. Some arguments seem to relate as much to games, as video games. Do video games have to consist of an immersive space? Are we criticizing the games, or the biases, and failures, of the gamemakers. How is the aspect of social media playing out in learning? While there is discussion of MMORPG’s how does playing alone, or in a group shape the learning experience? What are the implications for distance learning?

For both fiction and non-fiction I often feel that a books ‘success’ for a reader depends when it is read. For me this book served came at the right time, broadening my understanding and leaving me with the desire both to go back and re-read certain sections and follow some threads and questions into cyber space.



View all my reviews

Thursday, February 3, 2011

Failing to Learn – More Games and Gee

Filament games http://www.filamentgames.com/ created some educational video games, working with James Gee, author of Video Games are good for your soul (see previous blog).
Argument Wars, http://www.icivics.org/games/argument-wars, looks at legal cases. It must have been a challenging design concept. Computers aren’t good at parsing language, and this could have been a bad multiple choice game. But, by presenting possible arguments through a hand of cards, and asking players to decide which to play, and when, it make you pick a strategy. I think the cards could have been made a little more complex (larger hands, different types of cards: argument, support, evidence), but the game works, and is informative and fun.
I also liked Energy City. The first time I played I crashed and burned, but repeated play let me get more successful. It’s one of the things in their philosophy statement “Good games embrace experimentation and, by extension, failure.” It seems, with the dogged insistence on GPA that the education system at present doesn’t allow “good” kids to fail. Yet we all know that we can learn more from failure than success. By working within a framework, allowing exploration and replay we can get better – and in this case maybe learn to save the planet.

And a headline like this http://news.yahoo.com/s/yblog_thelookout/20110202/ts_yblog_thelookout/tree-octopus-is-latest-evidence-the-internet-is-making-kids-dumb-says-group needs to be challenged and discussed (as indeed the reporters do!)