Today, we will focus on digital history and exhibitions. We will discuss the integration of digital technologies into exhibitions — both on site and virtual — using examples from museums in the city of Indianapolis. We will conclude with an examination of immersive exhibitions through “gamification.”
I. Student Presentations I (1 hr)
II. Break (5 min)
III. Student Presentations II (45 min)
IV. Break (5 min)
V. Discussion of Gamification and Exhibitions
Assignments (due before class)
- Blog Post (500 words): You will visit two museums in the city to examine their digital environments — both in person and online. You will compare and contrast them in a blog post that examines the strengths and weaknesses of various approaches (all approaches have strengths and weaknesses). Keep in mind that it is difficult to fund and manage the expectations of a wide variety of users and stakeholders. So, you may want to consider practical issues such as cost.
- Weekly Twitter Assignment
- Weekly WordPress Comment Assignment
- Angeliki Antonio, George Lepouras Costas Vassilak, “A Methodology for the Design of Online Exhibitions“
- “What is gamification?“
- Scott Nicholson, “Strategies for Meaningful Gamification: Concepts behind Transformative Play and Participatory Museums.”
- Jenkins, Henry, Eric Klopfer, Kurt Squire, and Philip Tan. “Entering the Education Arcade.” Comput. Entertain. 1, no. 1 (October 2003): 8:1–8:11.
What is Omeka?
- Roger Howard, “Developing an Online Scholarly Museum Catalogue,” Iris, 3 December 2012.
- Kathleen McLean, Planning for People in Museum Exhibitions (Association of Science and Technology Centers, 1993).
- Martin R. Kalfatovic, Creating a Winning Online Exhibition: A Guide for Libraries, Archives, and Museums (2002), selections.
- Tom Scheinfeldt, “Omeka and Its Peers,” Found History (1 September 2010)