Day 2: SPEAKERS

Thematic Papers Session 3 – Future Classroom

Thematic Papers Session 3 – Future Classroom

Session Time: 9.00am
Venue: River Room, Level 2

Digital Technologies and Education – Dialoguing Spheres in the Museum Environment

Mrs Leonor Amaral
Researcher, University of Porto

As symbols of national and regional identity, public spheres of knowledge and organic extensions of power, museums find themselves tasked with a very clear, albeit sometimes sidelined, purpose – serving society. This role, also their raison d’être, is developed upon multiple dimensions, from the preservation of the common heritage, its study, exhibition, and communication, to the performance of an educational role where, in many ways, museums offer experiences of leisure, well-being, and entertainment.

That being said, as social institutions, museums embrace this idea of social service and social responsibility which, to a great extent is, in the first place, associated with the direct interaction between museums, communities, groups, and ultimately individuals. Usually, this interaction presents itself in one’s mind, in the context of a visit or of an activity experienced in the space of museums. However, it is important to be mindful that, the interactions between these institutions and society may also happen outside the traditional way, in situations that, for example, involve digital environments. Although the nature of this type of interaction assumes, necessarily, a different context in comparison to the experiences that take place in the physical environment of museums, it is certainly not uncommon for people to have established a contact with a specific museum, for the first time, through online environments. Whether by searching for information online about museums prior to a potential visit, by following their profiles on social networks/ social media, or even by accessing content about their collections, exhibitions, and programmes involuntarily while using digital tools, it is certain that these contacts between museum and society can also take place outside the physical environment of museums.

From another point of view, it seems like the approach of the social service of museums also implies a perspective that covers a deeper sense of social connection. Not just a perspective that focuses on the contact established between museums and society, but a point of view that allows us to understand the impacts in the short, medium and long term, of the action of these institutions on people’s lives. This appreciation has to do, in a succinct way, with the Museum’s position towards the interests, needs and motivations that are inherent to the development of societies. As we know, these questions take on a very great personal level and, above all, are in constant mutation. However, the social relevance and social responsibility of these institutions is directly linked with their ability to align themselves with social, cultural, educational, and technological trends valued by society in contemporary times. Above all, we are faced with the quest for understanding what brings museums closer to society and what brings society closer to museums.

In this context, while operating in an epistemological environment where the modalities of access, production, distribution and understanding of knowledge are increasingly related to the use of digital technologies (Rodriguez-Ortega, 2018, p.1) museums, face, nowadays, a challenging scenario. While seeking to maintain their social relevance, they must keep abreast of their core functions and the world surrounding them. In this circumstance, the fulfilment of their missions implies a direct dialogue with the needs of their stakeholders, visiting public, patrons, and funders, whilst navigating the transformations of a contemporary reality characterised in many ways ”by the requisition of experience by technology” (Gil, 2002, p.21).

Given all this, we can pose the question, what is the future of museums? How can one think
about the future of these institutions projecting, at the same time, a relevant and impactful
educational offer for visitors? Although this represents a particularly extensive field of study in its theory and, above all, in its practice, some points of analysis may be of immediate interest. In this framework, the discussion proposed for this conference is focused on the place of museums in contemporary society, especially in the context of a “network society” (Castells, 2007), and the impact that this context can exert on the educational offer in museums. At the heart of this discussion is the role of digital technologies in enhancing museums social action.

Imagining the Future of the Museum Experience and Making it a Reality

Mrs Gina Koutsika
Director (Audiences & Content), Ashmolean Museum, University of Oxford

The Director of Audiences & Content is a new role for the Ashmolean, the University of Oxford’s museum of art and archaeology. The role is responsible for developing and implementing the Museum’s overall strategy, for improving the management and performance of the organisation as a whole and for growing and diversifying its onsite and online audiences.

Through working with diverse audiences in large national museums in the UK with archaeology, art, design, history, natural history, science and technology collections, and being a devoted cultural consumer, I have a good understanding of how museums have the ability to offer a wide range of experiences for all different types of people. Museums can be safe spaces where local communities meet. Museums can be 3D classrooms, that illuminate our shared humanity to learners from birth to death. Museums can be collections-rich civic spaces that combine the ordinary and the extraordinary across time and space.

This presentation will share the speaker’s vision of museums as collections-rich civic spaces and how in the Ashmolean, we have slowly started making our future museum a reality. The presentation will outline our journey so far and candidly share our challenges. It will provide a couple of illustrative examples of how we are changing the way we engage with our audiences to be more inclusive, equitable and welcoming, while ensuring the financial sustainability of our institution, and how we are changing the processes of developing our galleries to fulfil our mission.

Storytelling through Immersive and Multi-sensory Experiences for Reflection and Action

Ms Peh Yee Joo
Director, Exhibition & Volunteer Management, Defence Collective Singapore

The unique proposition of the Singapore Discovery Centre has always been ‘edutainment’ since its incorporation back in the 1990s, and we have evolved with time. Immersive and multi-sensory exhibition experiences have been a large part of our offerings to promote understanding for good and to drive actions to strengthening our social compact and our heart and minds in keeping our home safe.

We create immersive and impressionable spaces to tell stories that resonate with our visitors. A good immersive space helps us to emote and make the visitors feel. And people remember how the space makes them feel – happy, sad, uncertain, or hopeful. Once we are able to strike a chord with our visitors, we expand our contextual engagement to the depth of the stories of our past, present and future, and we share these stories via different means to spark conversations and actions.

In designing such exhibitions, we pay attention to the user experience. We develop and identify key experiential high points to vary the experience flow. We also look at how the audience is engaged. Tiered levels concept of what we sought for visitors to think about as they move through the gallery – from the uppermost layer of thoughtful exploration to the reward accomplishment layer. This process allows us to cater the experience to different types of visitors such as deep divers or even action-driven ones.

We will continue to use these experiences as one key approach for the future. We will share how our exhibitions invite visitors to reflect in these immersive and multi-sensory spaces and drive action (active citizenry).

SERIOUS PLAY: Levelling up DCS Programmes with Gamification and Game-Based Learning

Mr Hsiao Feng Ng
Deputy Director, Defence Collective Singapore

Opened in 1996, the Singapore Discovery Centre (SDC) was set up as an edutainment centre to instil a sense of confidence in the future of Singapore. This was part of a government-wide initiative to foster national cohesion and instil a sense of national identity among students and younger Singaporeans. The curriculum aims to inculcate an understanding of the challenges and vulnerabilities that are unique to Singapore as well as promoting the core values of meritocracy, multiracial and multi-religious harmony.

Twenty years after its launch, Singapore and the world have changed significantly. Since 2016, SDC’s educational programmes have been evolving to meet the changing needs of students for less didactic and passive learning environment. In order to continue to enhance participants’ motivation to learn, the education team sought to adopt and apply game-based learning as a signature pedagogy to the development and delivery of educational programmes. The process includes deploying published games with aligned themes in programmes, adapting from established games, developing original table-top games and applying selected game mechanics in non-game settings. Programmes with these approaches have been successfully rolled out both physically as well as digitally to students across the country. With more service museums coming onboard Defence Collective Singapore*, additional game-based learning programmes are in development.

This presentation will share SDC’s experiments in the rejuvenation of educational programmes through game-based learning and gamification, and how this approach engages students to discuss latest contemporary issues, understand complexities and trade-offs, and be inspired to be active citizens.

*Defence Collective Singapore (DCS) was established in Dec 2022 to oversee the defence and military museums in Singapore (Singapore Discovery Centre, Navy Museum, Army Museum, Air Force Museum and the future NS Gallery) to deliver the best visitor experiences and National Education programmes.

Dovetailing Sustainable Education Through Technology and Infrastructure Upgrades into the Core Museum Experience: The Case of Singapore Discovery Centre

Mr Varinder Singh
Senior Sustainability Manager, Defence Collective Singapore / Singapore Discovery Centre
Mr Lim Chin Seang
Director, Sustainability, Singapore Discovery Centre

Singapore Discovery Centre (SDC) exemplifies how museums can successfully integrate sustainable education into traditional museum experiences using technology and infrastructure upgrades. In an era where environmental awareness and conservation are critical, SDC has taken innovative strides to promote sustainability in addition to educating and engaging its visitors on its core mission to share the Singapore Story. This paper presents the Centre’s efforts in integrating eco-conscious practices and technologies into its exhibits and programmes, demonstrating the transformative power of sustainability in the museums and attractions sector.

SDC has actively invested in upgrading its infrastructure, implementing renewable energy solutions, and creating environmentally friendly spaces. Through interactive exhibits, workshops and tours, the Centre educates its visitors on crucial environmental topics such as climate change, renewable energy, and waste reduction. SDC’s approach promotes experiential learning and fosters a deeper connection between the visitors and the environment.

This presentation will share SDC’s journey in seamlessly integrating sustainable education into its traditional museum experiences, focusing on the role of technology and infrastructure upgrades in achieving this transformation. It will also explore the Centre’s ongoing evaluation and improvement efforts to ensure the relevance and effectiveness of its sustainability initiatives. Ultimately, SDC’s best practices serve as an inspiration for museums and attractions worldwide, illustrating the importance of creating environmentally conscious spaces that educate, engage, and empower visitors to contribute to a greener future.

Integrating Reality Puzzle Games into Museums: Case Studies from Taiwan and Singapore in Online and Exhibition Venues

Ms Yeh, Chia-Yu
Project Assistant, Museum Island Column, Ministry of Culture, Taiwan
Ms Kuo, Kuan-Ting
Project Assistant, Museum Island Column, Ministry of Culture, Taiwan
Ms Lin, Tsung-Ying
Project Assistant, Department of Exhibition and Planning, National Taiwan Museum
Ms Kao, Yu-Hsuan
Education Assistant, Department of Education, National Taiwan Museum

In recent years, many museums in Asia have gradually introduced reality puzzle games to enhance visitor engagement and create a museum experience that combines learning, socialising, and entertainment. Due to the COVID-19 pandemic, museums have shifted their attention to online educational activities, including reality puzzle games. This article analyses the learning value created by reality puzzle games in both onsite and online contexts through two case studies. The first case is the ”Endless Journey” of the Museum of World Religions in Taiwan, which combines a mobile gaming website and physical props with several exhibits in the museum. The game allows players to acknowledge religious culture and life education. The other case is the online version of ”Gallery of Secrets: The Lost Lily” at the National Gallery Singapore. The game adopts a website and live streaming that allows players to interact with actors.

How do these two games transform knowledge through their storylines and puzzles? How do onsite and online games affect players’ learning experience? The study finds that both cases effectively integrate specific issues into puzzle design, with ”Endless Journey” promoting life education and ”The Lost Lily” revealing Singapore’s history under Japanese occupation during World War II. When participating in “Endless Journey”, players are required to use physical props and explore the permanent exhibition content during puzzle-solving, which enhances the interactivity of the game as well as promotes players’ understanding of the exhibition. However, the storyline is presented only through dialogue boxes on the mobile game website interface, which results in a relatively less immersive scenario. On the other hand, the online puzzlesolving in ”The Lost Lily” makes good use of the virtual 360° tour of the permanent exhibitions. Also, live streaming sessions are arranged to facilitate real-time interaction with professional performers, thus strengthening players’ emotional engagement. However, some of the puzzles can be solved without relying on exhibition details, which may weaken the connection between the game and the museum.

Based on the research, when museums adopt reality puzzle games, it is suggested that they integrate puzzle-solving with the exhibition contents, utilise physical props and collaborate with theatrical resources to provide visitors with an interactive and immersive learning experience.