You are on page 1of 75

Digital Participation and Learning: 22 Case Studies

July 2011

Digital Participation and Learning

Contents
1. Executive summary.............................................................................3 2. Case studies......................................................................................10 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 ArtBabble..................................................................................11 Chester: Revealing the Rows..................................................13 China Heart..............................................................................15 eBird.........................................................................................17 First World War Poetry Digital Archive.....................................19 The Grand Tour........................................................................21 Historypin.................................................................................23 I like Museums.........................................................................25 Leicester Cultural Walk............................................................27

Digital Participation and Learning: Case Study Documentation & Final Report

2.10 Life on the Verge......................................................................29 2.11 Museum Metadata Games.......................................................31 2.12 My Brighton and Hove.............................................................33 2.13 NaturePlus...............................................................................35 2.14 Old Weather.............................................................................37 2.15 Pledge Wall..............................................................................39

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

Contents
2.16 Peoples Collection Wales........................................................41 2.17 Rochester Cathedral Virtual Tour..............................................43 2.18 Rotherham 24 hour Library.......................................................45 2.19 Streetmuseum..........................................................................47 2.20 The Secret Hills Time Trails......................................................49 2.21 Trove.........................................................................................51 2.22 Virtual Classroom.....................................................................53

Digital Participation and Learning: Case Study Documentation & Final Report
3.1 3.2 3.3 3.4

3. Appendices.........................................................................................54 Digital glossary.........................................................................54 Table of case studies by heritage sector...................................64

List of case studies....................................................................66 Further examples of digital activity............................................69

This report has been produced by Imagemakers for the Heritage Lottery Fund in consultation with the organisations involved in each case study. Cover | Contents | Executive Summary | Case Studies | Appendices

Executive Summary
Digital Participation and Learning: Case Study Documentation & Final Report
This section draws out key themes and lessons from the twenty-two case studies explored in this document. These focus on issues around participation and learning in digital activity grouped under eight broad headings.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

Executive summary The Heritage Lottery Fund commissioned Imagemakers to review participation and learning through digital media. This report presents twenty-two case studies which illustrate a wide range of approaches to using digital media to engage people with culture and heritage. In this section we summarise the key lessons from the case study review as follows: - Audiences and their motivations - Experiences - Resources - Sustainability - Technology - Social media - Promotion/marketing - Project management

Audiences and their motivations The needs and interests of your audience are as important in the development of a digital activity as they are in any form of activity. Put the audience first in the way you plan, design and deliver your digital initiative. Consult with your target audience at inception to define clear aims and objectives. Enabling individuals to take part in challenges and offering rewards can be powerful motivating factors. Even the simple satisfaction of being recognised for having completed a challenge (e.g. by attaining a level or badge) can drive people to interact at a deeper level. Offering the opportunity for people to make a difference or contribute to a wider body of knowledge acts as a motivation for many people to participate.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

Where feasible relate digital experiences to activities in the real world, such as the creation of trails or other journeys of heritage exploration.

Experiences Be open with your content, not protective, to encourage people to participate and contribute for themselves. Allow people to share and embed your content in their online activities e.g. website, blog, Facebook profile, Tweets. Encourage people to collect and curate digital material of particular interest to them so they can participate in your collection rather than observing only. The action of participation increases the likelihood of learning. Enable people to add to your original content (e.g. by uploading photos, videos, memories, experiences). Encourage people to post comments and leave opinions for others. Encourage people to take part in activities, such as data collection and analysis, of relevance to our understanding of the real world (eg. crowdsourcing or citizen science activities). Empower people with responsibility for the quality of their material. Empower people, both as individuals and as a community of users, to monitor the appropriateness and suitability of their material.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

Resources A lot can be achieved with very little investment, especially if enthusiasm and specialist digital knowledge is available within an organisation and its volunteers. Spend time investigating whether you can make use of free social networks e.g. Facebook, Flickr, YouTube or others to aid your activity. Explore whether your activity could make use of free or subscription based online services e.g. SCVNGR, Historypin or others before creating something new. For best value use off the shelf content management systems, open source programming, and free components such as Google or Bing functionality. If you produce any bespoke programming, release it as open source afterwards for the benefit of others. Do not assume people will pay for the use of a digital facility. Evidence shows a dramatic decrease in user numbers if a charge is introduced.

Sustainability Plan at the outset for the activity to become both financially sustainable, and something your organisation can administratively maintain over the long term. This will require a level of ongoing staff and/or volunteer input. Plan at the outset for the ongoing development of the activity in order to respond to changes in audience behaviour, potential new audiences who might emerge, and opportunities and constraints arising from changes in hardware and software.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

Technology Technical constraints, such as lack of 3G signal, will be the first determinant of your choice of media e.g. website, app. With the access needs of your audience in mind, you should question which platform to program for e.g. Flash, HTML 5, iOS, Android, Windows 7. Research the latest statistics on what is the current most used platform for your target audience as well as any predictions for future changes. Research is often freely available online. Consider how you will meet the needs of people wanting to use new or innovative technology over the next 2-3 years without alienating people with older technology.

Social Media Social media can be used for marketing and awareness of your activity, as a vehicle for interaction with people, and as a feedback mechanism. Take advantage of digital environments that your audience already inhabit e.g. Facebook, Twitter, Flickr, YouTube. Think about the specific purpose and objectives for each social channel and monitor the results on a regular basis. Social media has been found to help reach the 1835 year old audience in particular when the messaging is targeted i.e. when you write content specifically for that audience. Use social media to help deliver specific marketing, learning and participation goals dont do it for the sake of it.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

Promotion/Marketing Have a marketing strategy that makes your audience aware of the existence of your digital activities. Use outreach activities and make links with other organisations that can promote your digital activities.

Project Management Digital activity requires a much more open way of working. You should not expect to control every aspect of the user experience or the destiny of your digital data. Testing and evaluation before, during and after development is crucial to ensure success. Launch with a beta (i.e. test) version if possible to identify and iron out any bugs or design flaws. Ensure that any evaluation collects both quantitative data, such as the number of downloads, and qualitative data, which describes the user experience. Above all, embrace and celebrate a new way of engaging audiences and users. The digital environment offers enormous opportunities for heritage organisations, whatever their size or status, to achieve their goals.

Cover | Contents | Executive Summary | Case Studies | Appendices

Case Studies
Digital Participation and Learning: Case Study Documentation & Final Report
This section comprises twenty-two case studies. Each case study includes three parts: A summary of the activity and what it is trying to achieve. How people use and experience the activity. Lessons learnt. An indication of budget has been given for each case study within the categories of small (0 - 10,000), medium (10,000 - 50,000), large (50,000 - 150,000) and extra large (150,000 +). All technical terms can be found in the glossary in Appendix 3.1.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

11

ArtBabble
www.artbabble.org Activity summary The You Tube of the arts created by the Indianapolis Museum of Art. An online collection of curated videos about art from some of the worlds leading arts institutions e.g. Guggenheim, Smithsonian.

Whilst other distributed platforms offered video (e.g. You Tube) the institutions behind ArtBabble felt the needs and responsibilities of cultural institutions were not being met. The aim was to get people spreading the word of art through an online community. The desire was to create a place people didnt just passively watch content but could participate, discuss and share material. Budget: Not given.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

12

The experience The user-experience was a priority for the site. Its design, interface and tools were all designed using audience feedback to create an experience that doesnt feel institutionalised or controlled. The interaction features allow people to comment at specific parts of the videos, share and embed the content onto their own websites and blogs, and comment on the videos via social channels. ArtBabble now has 1,000 videos on the site (launched April 2009). The ArtBabble team have a social media strategy to promote and interact with people through Twitter, Facebook and Flickr. Feedback through the social channels is responded to quickly by the Artbabble team and fed back into the site updates, which creates strong loyalty from the followers.

Lessons learnt Whilst the content (i.e. videos) is central to the scheme, its most successful element has been the level of interaction people have enjoyed through the comments and social media. The timed notes feature allows people to dig deeper into a particular reference that has been made in a video, facilitating deeper learning. People now want to access content on the move, so allowing downloads to iPods and other mobile devices gives greater access. Hosting large amounts of video can be expensive, but services such as Amazon S3 now allow media hosting that can be scaled according to usage.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

13

Chester: Revealing the Rows


www.revealingtherows.co.uk Activity summary Created for Cheshire West and Chester Council. An app developed for iPhone and iPod Touch devices that reveals the history of Chester Rows, a unique medieval shopping system in the heart of the city. Encourages target audiences (families and 18-30 year olds) to explore the Rows hidden secrets and discover its stories. The app was driven by economic regeneration needs to increase footfall on particular parts of the Rows and to visiting specific shops and outlets.

Downloaded over 1,000 times from the Apple App Store with rating of 3 out of 5. Budget: Small (0 - 10,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

14

The experience A multiplayer experience that facilitates proactive group learning and discovery through an interactive and competitive I Spy interface. Families compete within their group to spot features of interest and answer historical questions about the area. Specific comments made through the iTunes review section compliment the app on its family based approach. Launched together with a web page, suite of marketing posters and a set of table-top cards.

Lessons learnt The informal multiplayer game based approach has proven successful in engaging families and has been a stimulus for recreational learning. A lack of audio visual content has been remarked as a weakness by some reviewers. The app has delivered increased visibility for some of the Rows hidden features, and has encouraged audiences less open to traditional media to explore their heritage. Uptake is constrained by a lack of continuing marketing and a budget to update on a regular basis. The activity will form part of further interpretative works for the Rows.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

15

China Heart
www.chinaheart.org.au Activity summary By Deluxe Media Arts for the Powerhouse Museum, Sydney. An interactive story driven heritage game for smartphones and the web launched as part of Sydneys 2011 Chinese New Year celebrations. Combines video, real-world art installations and performance with GPS gaming, and guides players on a walking tour of Sydneys Chinatown. It was developed to engage people with the Powerhouse Museums extensive Chinese social history collection. The museum wanted to underpin this with a powerful fictional story that placed objects in a real world context and made them more meaningful to users.

Budget: Large (50,000 - 150,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

16

The experience Players solve puzzles, learn about the history of Chinese Australians and explore Sydneys Chinatown, visiting heritage features that relate to objects in the museums collection. The activity has had a positive public response, mainly because it takes a very novel approach, had a celebrity actor, and was linked to the citys extensive Chinese New Year celebrations. The game can be played on multiple platforms, including a website, a mobile optimized website and a smartphone app. It was marketed effectively through media channels and in the museum.

Lessons learnt The use of a story works well and allows people to better relate to the objects. The game was launched with multiple bugs but a maintenance and development budget will allow many of the bugs and problems to be fixed. Certain issues could have been given further consideration through user testing, such as the cohesiveness of the story, length of route and difficulties of completing puzzles. The game was designed and developed as a software framework / platform for flexible redeployment in the future. The museum is developing new augmented reality based walking tours that may involve encouraging users to create metadata for objects.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

17

eBird
www.ebird.org Activity summary A joint venture between Cornell Lab of Ornithology (a not-for-profit membership organisation that aims to interpret and conserve the Earths biodiversity through research and citizen science) and Audubon (a national US network dedicated to protecting birds and other wildlife), through the BirdSource partnership programme. A free, online checklist program through which users from all over the world can enter bird sightings, track observations, learn what other users are reporting, and investigate local, regional, national and international migration trends. The worlds most successful citizen science activity, eBird seeks to make the wealth of observations recorded by birders all over the world accessible, meaningful and organised. The public assists in the answering of important scientific and conservation research questions. Budget: Extra large (150,000 +).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

18

The experience People record bird observations by species, location, sex, age and time/date. All submitted observations are moderated by regional editors and archived on the eBird website. An average of 1-2million bird sightings are reported to eBird each month. The website is built on a bespoke platform that has been licensed for use by other organisations. Word of mouth and competition ignited through My eBird has become very important for its on-going marketing.

Lessons learnt The website has helped give birders the option to bird with a purpose and contribute to a higher scientific goal. The website has successfully addressed the distinct needs of an existing community. The simple submission process for the general public is effective, and the data outputs for scientists are valuable and extensive. The review and filtration systems are under consideration to ensure the accuracy and quality of the data submitted by the public .

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

19

First World War Poetry Digital Archive


The English Faculty Library, University of Oxford / The Wilfred Owen Literary Estate

www.oucs.ox.ac.uk/ww1lit

Activity summary Developed by Oxford University Computing Services. This ambitious programme has digitised and made freely accessible over 4,500 manuscripts relating to the major poets of WW1, and a host of supporting contextual material from the Imperial War Museum and National Archives. The activity was further improved with the addition of the Great War Archive, which contained over 6,500 items relating to WW1 submitted by the general public. The website aims to provide a broad digital educational WW1 resource for students, teachers, lecturers and researchers. The archive brings together material that was previously hidden, difficult to find or spread over dispersed collections.

Budget: Extra large (150,000 +).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

20

The experience People find specific items within the archive through browsing or searching by key words. A favourites list can then be built up. Items are also included within interactive timelines and demarcated on embedded Google maps, where relevant. Extensive consultation was done with target audiences, and audience testing completed at later stages. This outreach and engagement work, central to the activity, was continued with the Great War Archive and greatly encouraged submissions. The main content management system was off the shelf whilst a bespoke submission tool was developed and then released as open source. The activity has been shown to have had a genuine impact on the teaching, learning and research of the First World War and its literature.

Lessons learnt Extensive, and continuous, audience engagement and consultation lie at the heart of this activity. Social media tools have been widely used to promote and sustain the activity. Whilst the site is functional, a simpler system of navigating the content would create a better user experience and stimulate greater contributions from visitors. Online user communities will be expected to maintain and update the archive in the future.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

21

The Grand Tour


www.vimeo.com/12949465 Activity summary The National Gallery created the Grand Tour over the summer of 2009 with the aid of external consultants. The Grand Tour showcased 44 of the National Gallerys most famous paintings (full-scale, high resolution reproductions) in the streets of Soho, Piccadilly and Covent Garden. The public could tour the paintings through an interactive map held on the website (no longer available) and download audio guides to their mobile devices. People were able to upload their own photos of the paintings to an open Flickr group where the best were selected to appear on the main Grand Tour website. The purpose of the activity was to raise awareness and stimulate interest from the British audience in the gallerys permanent collection. Budget: Not given

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

22

The experience Taking the art to the people helped to increase awareness of the importance of the National Gallerys permanent collection. The on street activity captured the attention of an audience of passer-bys while the online facilities, such as the interactive map, podcasts, audio tours, allowed others to plan their journey around London to take in the artwork. The development of the audio tours prioritised how people might want to use them rather than the available content e.g. short tours for lunch breaks. Encouraging people to take their own photos and upload to Flickr increased the impact of the activity and helped people to feel part of the National Gallery experience.

Lessons learnt On its own the physical street exhibition would have only created a passer-by experience; the added value of the digital features helped create a deeper level of engagement and learning. The interactive map and audio tours ensured a wider audience on top of those that encountered the street exhibition incidentally. People planned specific trips around London to visit the paintings of interest to them.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

23

Historypin
www.historypin.com Activity summary Historypin is a joint project between the not-for-profit We Are What We Do (UK) and Google (US) who provided technical support and seed funding. The site enables people to pin images to a map by date and location, as well as add stories and recollections. The project aims to provide a compelling incentive for communities to come together around heritage, fostering stronger links across different generations and between people and place.

Currently photos are uploaded with a time stamp, location stamp and comments. Historypin sets out to become the worlds largest digital, communal archive. Budget: Large (50,000 - 150,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

24

The experience History Pin allows people to upload their photos through an intuitive online system. Partnering with Google has given the ability to use Google Maps and Google Street View to create a more engaging and meaningful experience. The sites relaxed manner encourages people to participate. Historypin is in beta stage and has over 11,000 registered users. Historypin is heavily promoted through social media (with 1,400 Twitter followers). Full launch takes place in July 2011.

Lessons learnt The Google Street View integration has allowed people to see their own historical images overlayed with the real world leading to greater engagement and motivation to engage with the activity. It is crucial to keep digital activity updated e.g. Historypin will be evolved over time to allow people to upload video and audio content to be pinned as well as other new features. In 2011 a mobile version of Historypin will be launched on Apple and Android platforms.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

25

I like... Museums
www.ilikemuseums.com Activity summary I Like... Museums is an online directory of 80 museums located in the North East of England (launched 2007). The activity was initiated by the North East Regional Museums Hub with support from Renaissance.

Its aim is to cross-promote museums in the North East, raise the profile of less known organisations, and increase footfall. There are three target audiences: families, interested adults (50+), and lazy socials (18-30) who express an interest in culture but infrequently attend. Budget: Large (50,000 - 150,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

26

The experience Three particular audience needs were identified: - The ability to find a venue and see what events/exhibitions they have on. - The ability to choose an interest and see what is relevant across the museums. - The ability for people to create their own trails online for others to see and use e.g. I like a place to think, I like monsters. The website now has 17,000 hits per month. Over 60 trails have been created by members of the public. The site is promoted through print and local advertising as well as within the museums.

Lessons learnt The trails have allowed people to choose according to their personal tastes, and this has been a great success in helping achieve the original objectives. Museums have reported greater visitor numbers and the I like Museums brand is now recognised as a badge of quality. Families and interested adults were easier to engage than the lazy socials. The social media activity is now tailoring content to the lazy social audience.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

27

Leicester Cultural Walk


www.scvngr.com/treks/11124 Activity summary SCVNGR is a subscription based service that allows organisations to create interactive treks for people to take part in tasks and challenges by using their mobile device as a GPS unit. The cultural walk was started by a local councillor at Leicester City Council as a personal project. The aim was to create a fun and enjoyable way to encourage local people and visitors to move around the cultural venues in Leicester.

Budget: Small (0 - 10,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

28

The experience A person uses the SCVNGR application on their mobile device to access the trail. The gaming element challenges people to tasks and can offer rewards e.g. half price coffee in a local caf. The competitive element allows people to see what others are doing or have achieved. No marketing or promotion has been done yet. No budget has been allocated to this activity, but SCVNGR is a subscription-based service from the US. The basic version is free but a monthly subscription is required to create larger treks with more challenges.

Lessons learnt It has been hard to get the local cultural institutions to support the activity because of a lack of understanding of the technology. Social media provide an ideal opportunity to better promote the cultural walk, but resources are needed to deliver this. Letting people submit their own content is seen as key to engaging people e.g. taking their own photographs.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

29

Life on the Verge


www.lifeontheverge.org.uk Activity summary Created for Lincolnshire Wildlife Trust.

This on-line activity is the largest wildflower survey of Britains roadside verges. The activity aims to identify the most important roadside verges for limestone grassland in South-West Lincolnshire, North-East Rutland and East Leicestershire. The activity also aims to raise awareness and increase understanding of the rapid decline of lowland limestone grassland in the Lincolnshire and Rutland Limestone Natural Area. Another objective is to recruit as many volunteers as possible to look for important wild flowers, and teach potential survey volunteers field botany skills to enable them to conduct roadside surveys.

Budget: Small (0 - 10,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

30

The experience People claim a stretch of road, learn how to identify wildflowers, undertake a survey, and submit their findings. Over 135 volunteers have undertaken surveys of just under 500km of road over two years, contributing an estimated 1,500 hours of voluntary effort. The website was developed and is maintained using open source software. For their audience, many of whom dont have smartphones, or use social networking sites, traditional marketing has been much more effective than social media.

Lessons learnt The online survey system has enabled the co-ordination of a huge amount of field work by a single project officer. The online questionnaire service used for online data entry has been sufficient for its purpose, but was not designed for this specific use. This has caused some people to have to re-enter data. The same system will be used to co-ordinate similar work throughout the Lincolnshire Wolds, but the website will be substantially simplified at the back end to enable its maintenance by a volunteer.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

31

Museum Metadata Games


www.museumgam.es Activity summary Created for the Science Museum.

Two online games in which people either tag images of museum objects with key words, or find out interesting facts about them and enter them into a database, in return for points. The games use Science Museum and Powerhouse Museum APIs.

This experimental activity sought to find out if online games could engage people with an institutions uncharismatic or unremarkable collections, and if they could provide basic metadata that is usable by institutions. Budget: Small (0 - 10,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

32

The experience In Doras Lost Data, people are asked to look at images of objects and tag them with keywords that they think best describe them. In Donalds Detective Puzzle, people are asked to find out facts about objects then enter data into the website. The Dora game proved much more popular with about 6,500 separate tags gathered over 220 separate sessions of play. The games were developed by an intern to support a degree dissertation, and uses open source elements with a little bespoke programming and no capital budget. The games are marketed through personal social networks and word of mouth.

Lessons learnt The games have successfully engaged people with unremarkable objects. Constant user testing and social competitiveness have been important factors in this. The Donald game was not as successful because it took a long time to play and the user experience was not as compelling. There are plans to improve the Donald game and develop something with Europeana data.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

33

My Brighton and Hove


www.mybrightonandhove.org.uk Activity summary The project was instigated by an interested local resident. A community curated website that allows people to share and discuss memories, photos, knowledge and opinions about Brighton and Hove. The website was set up to engage people in their local heritage and encourage them to contribute to the archive of material.

The site is intended to be owned by the people and be a personal history archive. The design is deliberately simple and straightforward. Budget: Small (0 - 10,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

34

The experience The user experience is based on ease-of-use rather than design style. The site planning and management carefully moves people up the engagement chain from viewers to commenters, from commenters to contributors, and finally from contributors to administrators through both automated response emails and personal contact. The site now has over 11,000 pages made by the public.

Lessons learnt The website has been successful because it gives people the power to contribute their own material and feel ownership of the facility. After start-up funding of 2,000 it has attracted other funding and has been self-sustaining for over 11 years. The site has relied on both word-of-mouth and search engines for promotion and has become locally well-known despite doing little explicit marketing activity outside of local press. The site owner has developed a business creating similar sites for other community groups.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

35

NaturePlus
www.nhm.ac.uk/natureplus Activity summary A website for the Natural History Museum (NHM) that allows people to join forums, and communicate with the museums scientists through blogs as well as other NaturePlus members. My NaturePlus allows people to create their own personal area containing content they are specifically interested in learning about. Visitors to NHM can collect a NaturePlus card and scan in certain exhibits which will add this content into their personal area of the NaturePlus website. The purpose of NaturePlus is to spark interest in topics during the visit and give people the platform for deeper learning when they return home.

Budget: Large (50,000 - 150,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

36

The experience Over 50% of the website visitors are from overseas showing that the website can act independently from the physical experience. Schools are using the platform to create a more engaging post-visit learning experience for pupils. Allowing people to have contact with NHM experts through NaturePlus has proved very popular. People have been engaged in important research such as the NHM Tree Survey. The data collected by people is used by botanists carrying out research.

Lessons learnt Giving people access to the expertise available creates a better loyalty to the organisation. Empowering people to help with important research motivates them to participate and learn from the experience. Moving services online, such as asking the NHM experts to help identify species, has helped the museums ability to handle requests from the public. Creating an online platform has been able to interest not only the visitors to the museum but also people unable to attend the physical exhibitions e.g. overseas audiences.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

37

Old Weather
www.oldweather.org Activity summary Old Weather is a joint project by the Citizen Science Alliance, the University of Oxford, ACRE, the Met Office, Naval-History.net, the National Maritime Museum and JISC. A citizen science (or crowdsourcing) activity that aims to use peoples cognitive surplus (or free time) to digitally record weather observations made by Royal Navy ships during World War 1 (WW1). The activitys primary aim is to answer an academic question: How can we use the weather records of WW1 Royal Navy ships to predict future weather patterns?

Crowdsourcing was a means to an end in earlier similar activities, but become a central part of the organisations approach termed citizen science. The goal is to allow people to participate directly in meaningful research and contribute to the sum of human knowledge, in this case related to global warming studies. Budget: Large (50,000 - 150,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

38

The experience People read online digital scans of logbooks and record the weather observations noted in pre-prepared forms on the website. They also record the ships name, location and the date of each entry, along with any other useful comments. The website has had a very positive public response. Since its launch, 400,000 log book pages and 2 million individual weather observations have been recorded. The website is marketed by the Oxford University Press Office and through social media channels.

Lessons learnt The introduction of game play elements has inspired people and connected them with the ships human stories. Creating a clearly defined purpose and simple interface have been crucial. Defining the outputs at the beginning of a project as well as the methodologies for achieving them is crucial for ensuring that maximum value is extracted from data collected. Spin off Old Weather activities are currently being developed as a result of the success of the project.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

39

Pledge Wall
www.ushmm.org Activity summary Created for the United States Holocaust Memorial Museum.

A digital Pledge Wall at the Holocaust Museum in which visitors write a signed personal pledge, describing what they will do to prevent genocide in the future on a piece of digital paper. The digitised pledge then appears on a large projected digital wall in the exhibition, along with other pledges made through the Holocaust Memorial Museum website. The key objective was for visitors to understand that their actions are a part of the story that the Museum tells about preventing and responding to genocide today. Aimed to emotionally involve people and encourage them to take action, to do something that would extend beyond the walls of the exhibition.

Budget: Extra large (150,000 +).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

40

The experience Visitors are asked to respond to the question, what will you do to help meet the challenge of responding to genocide today? Around 10% of visitors make a pledge. Over 100,000 pledges have been made thus far. Pledges are typically thoughtful and heartfelt (all are moderated). The content management system and digital wall software is bespoke. The digital pen/paper feature is commercially licensed. The web page, banners, way-finding signage and a bold new entryway promote the experience.

Lessons learnt The activity has been especially successful in terms of introducing the concerns of genocide to the Museums visitors, and has resulted in increased visitation to the museum. Large numbers of visitors are making a pledge. Handwriting a pledge, and seeing it publicly displayed, has been shown to be particularly important. The original pledging process required several more steps than visitors were willing to perform, leading to a redesign that better suited user behaviour and needs.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

41

Peoples Collection Wales


www.peoplescollectionwales.co.uk

Activity summary The initial development was managed by Aberystwyth University working with three strategic partners; Amgueddfa Cymru National Museum Wales, the National Library of Wales and the Royal Commission on the Ancient and Historic Monuments of Wales. The website is a place for people to discover and learn about the history of Wales, and contribute their own content to share the story of their Wales with the world.

The website brings together disparate collections from museums, libraries and archives, and combines this with content submitted by users. People can repurpose this content, creating personal collections, tag with keywords and develop trails that can be viewed online or through a mobile device. The website aims to engage as many people as possible with Welsh heritage, and turn first-time visitors to the website from passive consumers or viewers of content into active curators and contributors.

Budget: Extra large (150,000 +).


Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

42

The experience People upload their personal items, use bespoke tools to tag their content, create collections, set up groups for users with similar interests, and establish trails. Over 27,963 items have been submitted, 565 collections formed and 157 stories written by 1,265 unique contributors. The software was developed as a bespoke system that is being released as open source. The website is promoted effectively through traditional media, social media channels, and outreach workshops.

Lessons learnt The ease of uploading and submitting content has been complemented by users this was a key objective for the activity team. The storytelling element and Labs feature are not as accessible as they could be. It is important to give as many people access to the content as possible. An API is being developed for local authorities to embed on their websites.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

43

Rochester Cathedral Virtual Tour


www.rochestercathedral.org/pano

Activity summary Created for Rochester Cathedral as a personal project by one of the choir. A set of ten linked panoramas that form a 360 tour of Rochester Cathedral with inset hotspots showing detailed information on points of interest. The aim was to allow people greater virtual access to the Cathedral both post-visit and for those who do not visit.

No specific teaching objectives were set for the activity, but schools have been using the virtual tour in the classroom as part of local history activities. Budget: Small (0 - 10,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

44

The experience The virtual tour gets over 700 visits a month on the website since its creation in 2009. Local schools who have visited the cathedral now use the virtual tour as a classroom aid post-visit. The virtual tour has not had any specific marketing or promotion other than the Cathedrals newsletter. The photographic panoramas give the wow factor but this is backed up with interesting information (i.e. the hotspots) about the cathedral that people may have missed during a visit. The panoramas give the best online experience of the cathedral for people who cannot visit. Off-the-shelf software was used to create the virtual tour by the in-house team.

Lessons learnt People have responded well to the hotspots and there are plans to add more. To achieve maximum inclusion the cathedral team have developed alternative non-Flash versions that are accessible on iPhone, iPod and iPad devices. Overall, for a small activity with no budget this has added a new interactive dimension to access and enjoyment of the Cathedrals heritage.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

45

Rotherham 24 Hour Library


http://on.fb.me/e6Afrf Activity summary Created by the Rotherham Library and Information Service. This website offers customers 24 hour access to library services. It extends service provision and engages with customers via Facebook and other web 2.0 applications in new ways and at times when library service points are not normally open.

Rotheram Library sought to create an informal online space, away from the corporate council website, where library staff and users could engage with each other and reach out to new audiences. Budget: no specific budget allocated.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

46

The experience People engage with staff, and each other, in an informal, spontaneous and light-hearted way. They discuss books and suggest improvements to services. The activity has engaged many new users by using social media channels e.g. Facebook, Flickr and Twitter. The activity was marketed through council channels, traditional promotional media and by word of mouth.

Lessons learnt Short and sweet posts have produced meaningful discussion and engagement. Over long-posts get less response. There is a risk of doing too much on social networks and spreading resources too thinly. People are much more likely to contribute to an already running discussion than initiate one themselves. The council are talking with the local Youth Cabinet about proposals to set up and maintain a new Facebook site with a strong emphasis on culture in and around Rotherham.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

47

Streetmuseum
Activity summary A free iPhone and Android app that gives mobile, in-situ access to hundreds of archive images from the Museum of London. The app was launched specifically to promote the new Galleries of Modern London at the Museum of London. The app attempts to engage London audiences in the content, as well as visitors to London. Budget: Medium (10,000 - 50,000).

http://www.museumoflondon.org.uk

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

48

The experience Statistics have shown that it is not just people in London who are using and downloading the app. People all over the world have downloaded the app and, despite not being able to use the 3D overlay function, have enjoyed exploring the 2D views. From an initial target of 5,000 downloads the app has achieved over 200,000 downloads to date. The app has generated an estimated 750,000 worth of PR for the museum and driven an estimated three-fold increase in footfall.

Lessons learnt The use of GPS and augmented reality has given people the opportunity to interact with the content in a new way. The app has really helped people in London to understand that history happened around them and is relevant to their lives. Initially launching solely on iPhone was right at the time, but the app needed to be offered on multiple platforms to align with current mobile trends. It was important not to put too much into the app the key lesson is to keep it simple!

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

49

The Secret Hills Time Trails


www.shropshirewalking.co.uk /events/geocaching.htm Activity summary Two Geocaching trails, using the principles of orientation and exploration, to encourage visitors to explore the historic landscape of the Shropshire Hills. The trails were developed as an innovative way to encourage individual and group learning, healthy walking and the discovery of rural Shropshire. The focus was on attracting families by combining the activity of Geocaching with planned, themed interpretation.

Budget: Small (0 - 10,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

50

The experience Participants hire GPS devices to locate a series of hidden caches, each containing interpretive media, that work together to form a coherent trail. Caches also contain themed goodies, and users are encouraged to record their discovery in the logbook. After considerable initial take up, use has levelled off. Evaluation has been very positive, particularly amongst the target family audience. The trails were promoted in the Discovery Centre and received extensive local and national media coverage.

Lessons learnt The treasure hunting aspect of the activity, which encourages self/ group led independent exploration, has been particularly successful, and it has built-in evaluation through the cache logbooks. Crucial to the success of the activity was the commitment to maintenance and working with landowners to ensure best practice guidelines for setting Geocaches are followed. A continued programme of promotion and marketing is needed to keep the momentum going on an activity like this. It is important to evaluate your unique selling point when creating a Geocaching activity as there are now thousands throughout the UK. New trails have been developed since the launch, with others also under consideration.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

51

Trove
www.trove.nla.gov.au Activity summary Created for The National Library of Australia. A free search service that aggregates over 90 million items from over 1,000 Australian libraries, museums, galleries, archives and other organisations. People are encouraged to help maintain and improve this huge set of data by tagging, rating and commenting on content, as well as correcting, merging and splitting it. Personal images and objects can also be digitally uploaded. Trove sought to provide a single point of access to multiple resources, engage with communities and individuals through annotation services, and enable organisations to query a vast resource of Australian metadata and adapt it for their own needs. Budget: Not given.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

52

The experience Visitors use one all powerful search tool to access books, magazine, articles, newspapers, maps, music etc relating to the topic(s) they specify. Over 1 million people have corrected 32 million lines of scanned newspaper text since Troves launch in 2009, and added 822,000 tags and 19,000 comments. The website utilises an advanced bespoke platform built on open sources components e.g. MySQL. The website is marketed through promotion by contributing institutions and online word of mouth.

Lessons learnt The website interface, which has been continuously improved in line with user feedback, has been very successful, as has the contextualisation of content. Improvements such as RSS feeds and an API are currently under development so that others can utilise Trove data.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

53

Virtual Classroom
www.nationalarchives.gov.uk/ education/virtual-classroom.htm Activity summary Created for The National Archives. The virtual classroom is an online program that allows classes to participate in learning experiences hosted by The National Archives (TNA) education officers.

The key aim is to reach audiences over a wide geographical area, mainly at Key Stages 2 and 3. The National Archives also wanted students to be able to interact with content rather than passively absorb material.

Budget: Small (0 - 10,000).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

54

The experience Students access the virtual classroom and can interact with the TNA education officers via the chat stream. Communication tools such as hand up, applause, confusion or laughter have been successfully adopted by students. Students can use the microphone to give more developed answers.

Lessons learnt The activity has succeeded in involving schools across a wide geographic area. Initially the TNA tried video conferencing but this excluded schools without the necessary technical facilities. The ability to let students comment and feedback to the education officers is seen as one of the most important aspects of the tool. TNA are exploring how the tool could be used for deeper learning, and ways in which trans-Atlantic classes might take place to enable schools to mix with other cultures. The service has not been formally evaluated, but teachers and students have responded positively.

Cover | Contents | Executive Summary | Case Studies | Appendices

Appendices
3.1 Digital Glossary

Digital Participation and Learning: Case Study Documentation & Final Report
A glossary of useful technical terms.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

56

3G 3G refers to the 3rd generation mobile telecommunications as specified by the International Mobile Telecommunications-200 (IMT-2000). Adobe AIR The Adobe Integrated Runtime (AIR) enables web designers and developers to use the technologies used to build web sites HTML, Javascript, Flash to build applications that are used on the desktop. Amazon Web Services A collection of remote computing services that are offered from Amazon. An example is Amazon Simple Storage Services (S3) which is a web-based storage platform for people to store multimedia content. Android The mobile operating system (OS) developed by Google that is available on multiple mobile phone and tablet devices (e.g. HTC, Samsung). Apache An open source web server. Mostly for Unix and Linux systems. App Now refers to mobile applications for mobile devices such as smartphones and tablets. Apps are small programs that range from games to business tools and can be downloaded directly to the mobile device from the suppliers app shop (e.g. Apple App Store, Google Marketplace). Applet A program that can be downloaded over the web and run on the users computer. API (Application Programming Interface) An API allows people to use bits of code developed by other people on their website. The most famous API is Google Maps which allows people to place a Google map on their website.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

57

ASP (Active Server Pages) A coding language from Microsoft that lets web pages communicate with the main servers. The alternative to ASP is PHP (see p57). Avatar This term refers to an interactive representation of a human in a virtual reality environment; The term was popularised by Neal Stephensons novel Snow Crash. Augmented Reality The layering of digital information over the real world. Presently most popular on mobile devices where the camera is held up and information is over-layed onto the view through the GPS signal. Back end Web sites which use information stored in databases are usually referred to as having a Front-End and a Back-End. The front-end is the part that the visitors to that site see. The back-end is the administration area where members of staff can make changes to the web site such as changing prices in a database of products or adding new products. Bandwidth A measure for the speed (amount of data) you can send through an Internet connection. The more bandwidth, the faster the connection. BBS (Bulletin Board System) A web based public system for sharing discussions, files, and announcements. Beta If something is at beta stage it means that it is still testing and not fully released. BPS (Bits Per Second) Term to describe the transmission speed for data over the web.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

58

Browser A software program used to display web pages. The leading browsers are MS Internet Explorer, Firefox, Safari, Chrome and Opera. Different browsers interpret web page code in different ways and a web developer often needs to test web pages in all popular browsers to ensure people can access the web pages whatever browser they are using. C An advanced programming language used for programming advanced computer applications. C++ (C Plus Plus) The same as C with added object-oriented functions. Cache A web browser will store information in its memory rather than repeatedly downloading information, this memory is called the cache. Cloud Cloud is most commonly used as a prefix for terms to indicate that they are carried out on the internet, not on an individuals computer. Cloud storage involves storing your files online, and web based email services such as Yahoo Mail and Gmail are a form of cloud storage. Cookie Information from a web server, stored on your computer by your web browser. The purpose of a cookie is to provide information about your visit to the website for use by the server during a later visit (e.g. a cookie will remember your log-in details to a particular website so you wouldnt have to retype them the next time you visit). CMS (Content-Management System) CMS is widely used to describe software that is put in place to enabl people to update and manage their own websites. Popular CMS are Wordpress and Drupal. Many blog engines now fall into the CMS category (e.g. Blogger, Posterous, Tumblr).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

59

Crowd Sourcing The term refers to the method of harnessing large amounts of people to achieve a single task. It is an open call to an undefined group of people. CSS (Cascading Style Sheets) A recommended language for defining style (such as font, size, colour, spacing, etc.) for web pages set apart from the layout which is determined by the HTML (see p60). Database Data stored in a computer in such a way that a computer program can easily retrieve and manipulate the data. DHTML (Dynamic HTML) Refers to HTML (see p60) content that can change dynamically. DNS (Domain Name Service) A computer program running on a web server, translating domain names into IP addresses. Domain name The name that identifies with a website (e.g. www.hlf.org.uk). Flash A vector-based multimedia format developed by Adobe for use on the web. Mostly used to create animations. People need to have Flash Player plug-in installed on their computers to view Flash-based content and no Apple mobile device can view Flash content. Four Square An online gaming platform that people register for and then check-in to places they visit in the real world. Checking in lets other people in the network see where that person is. People who regularly check-in can also gain badges as rewards. Often outlets such as pizza restaurants and coffee shops offer real world rewards for people who check-in the most (these people are called the Mayor of that place).

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

60

FTP (File Transfer Protocol) A web server you can log-on to, and download files from (or upload files to). FTP is also used to connect people to their website files stored on the remote server. Geocaching Geocaching is an outdoor sporting activity in which the participants use a GPS receiver or other navigational techniques to hide and seek containers, called geocaches or caches, anywhere in the world. Geo-gaming A new breed of apps are using the built-in GPS in mobile devices to create games that involve people being in certain physical locations. Examples are Foursquare and SCVNGR. GIF (Graphics Interchange Format) A compressed format for storing images developed by CompuServe. One of the most common image formats on the Internet. GPS The Global Positioning System (GPS) is a global navigation satellite system that provides location and time information in all weather, anywhere on Earth. Many mobile handsets now come GPS enabled to allow global positioning of that device. Hits A statistic for measuring the number of times a web element has been viewed. Unique Hits is the best statistic for measuring web popularity as it only counts one hit per person looking at the site a day (i.e. if the same person views the same site 5 times in one day it only counts as a single hit). HTML (Hypertext Markup Language) HTML is the language of the web. HTML is a set of tags that are used to define the content, layout and the formatting of the web document. HTML is used in conjunction with CSS to create what we see as web pages.
Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

61

Hyperlink A pointer to another document. Most often a pointer to another web page. In-App Payment In-app payments are a way of paying for additional features for software from within the application itself rather than at the time of purchase or install. IP Address (Internet Protocol Address) A unique number identifying every computer on the Internet (e.g.197.123.22.250). Java A programming language developed by SUN. Mostly for programming web servers and web applets. JavaScript The most popular scripting language on the internet, developed by Netscape. JPEG (Joint Photographic Expert Group) A graphic format for storing compressed images, best for photographs (see also GIF and PNG). JQuery A library of JavaScript resources that people can use to simplify and share the development process. Keyword In web terms: A word used by a search engine to search for relevant web information. Linux Open source computer operating system based on Unix. Mostly used on servers and web servers.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

62

Metadata Metadata provides information about an items content. For example, an image may include metadata that describes how large the picture is, the colour depth, the resolution, the date it was taken and where it was taken. Metadata is often described as data about data. Meta Tags Tags inserted into documents to describe the document. These have been used for informing search engines what the web pages are about but are becoming less relevant as search engines choose to look at the copy on the site as being more relevant. Microsoft Tag Microsoft Tag is a High Capacity Colour Barcode (HCCB) which is a readable web link that allows people with mobile devices with fitted cameras to scan the code to link directly to a specific web page. MySQL Free open source database software often used on the web. News reader A computer program that enables you to read and aggregate messages from newsgroups or blogs (e.g. Google Reader). OS (Operating System) The software that manages the basic operation of a device. For computers this is either Microsoft Windows or Apple Mac OS. For mobile devices this is iOS for Apple iPhones, Android, Windows 7 or BlackBerry OS. PHP (PHP: Hypertext Preprocessor) An open-source coding language that lets web pages communicate with the main servers. The alternative to PHP is ASP. Plug-in An application built into another application. In web terms: A program built in (or added) to a web browser to handle a special type of data like e-mail, sound, or movie files.
Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

63

PNG (Portable Network Graphics) A format for encoding a picture pixel by pixel and sending it over the web. A W3C recommendation for replacing GIF. Podcast Refers to an audio file that is downloaded to a mobile device. Often podcasts are a series that are released episodically through stores such as iTunes. QR Codes A QR (Quick Response) code is like a bar code. It can be read by a mobile phone with a camera. The mobile device must have a QR reader installed on it.The QR code usually contains a web site address and will automatically connect the mobile phone user to the address of the web site contained in the code. Quicktime A multimedia file format created by Apple. RSS (Really Simple Syndication) RSS refers to a set of web feeds that can be used to publish updated content (e.g. blogs, news, events) so people can use their News Reader to receive the content. SCVNGR (pronounced Scavenger) A new social gaming platform that allows people to create treks in their location for others to use. Treks are multiple stopping points each with a challenge for the person to complete. This acts a modern version of the treasure hunt. This is a very new platform and has yet to find its feet. (see also Foursquare). Semantic web The Semantic Web describes the movement that aims to create a web of data, using a common language, that will allow data to be shared and reused across all digital frameworks. The Semantic Web is a follow-up framework from Metadata and more can be found at the Semantic Web Standards Wiki.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

64

Shockwave A format (technology) developed by Adobe for embedding multimedia content in web pages (linked with Flash). Smartphone A mobile phone offering advanced capabilities similar to those found on a personal computer. Social Media A collective term for websites and platforms that allow people to communicate and share content with each other. Examples are Facebook, Twitter, LinkedIn and Four Square. UX UX stands for User Experience and refers to the design of how a person interacts with the website or other platform. W3C (World Wide Web Consortium) The organization responsible for managing standards for the WWW. Web 2.0 A term coined by Tim OReilly to define how the web is evolving to allow two-way communication through social channels whereas the first years of the web was one-way communication. Wireframes or wires In the design process wireframes will often be produced to show the functionality of the application without any reference to the design. The process splits up the functionality from the styling to speed up the process of creating a usable product. WMV Video file format for the Internet, developed by Microsoft. XML (Extensible Markup Language) A simplified language especially designed for web documents, developed by the W3C.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

65

Appendices
3.2 Table of Case Studies by Heritage Sector
A breakdown of each of the twenty-two case studies, categorised by heritage sector and digital characteristics.

Cover | Contents | Executive Summary | Case Studies | Appendices

Land & Biodiversity Life on the Verge eBird The Secret Hills Time Trials Museums, Libraries & Archives 24 Hour Library Artbabble China Heart First World War Poetry Digital Archive The Grand Tour Historypin I Like... Museums Museum Metadata Games My Brighton & Hove NaturePlus Peoples Collection Wales (beta) Pledge Wall Streetmuseum Trove Virtual Classroom Historic Buildings Rochester Cathedral Virtual Tour Chester: Revealing the Rows Leicester Cultural Walk Industrial Maritime & Transport Old Weather

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4

Cover | Contents | Executive Summary | Case Studies | Appendices

In st al la tio n U se rg en er at D at ed a co co nt lle en ct So t io n ci al m ed ia U se in te s ex gr at is io tin n O g pe pl at n fo So rm ur ce C om Av m ai er la ci bi al lit y av ai la bi lit y

Table of case studies by heritage sector


st ud y

M ob ile

O nl in e

C as e

4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4

4 4 4 4

4 4 4

4 4

4 4

Digital Participation and Learning

67

Case Studies
3.3 List of Case Studies

Digital Participation and Learning: Case Study Documentation & Final Report
A list and weblinks for the twenty-two case studies documented.

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

68

ArtBabble www.artbabble.org Chester: Revealing the Rows www.revealingtherows.co.uk China Heart www.chinaheart.org.au eBird www.ebird.org First World War Poetry Digital Archive www.oucs.ox.ac.uk/ww1lit/gwa Historypin www.historypin.com I like... Museums www.ilikemuseums.com Leicester Cultural Walk www.scvngr.com/treks/11124 Life on the Verge www.lifeontheverge.org.uk Museum Metadata Games www.museumgam.es My Brighton and Hove www.mybrightonandhove.org.uk NaturePlus www.nhm.ac.uk/natureplus Old Weather www.oldweather.org

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

69

Pledge Wall www.ushmm.org Peoples Collection Wales (beta) www.beta.peoplescollectionwales.co.uk Rochester Cathedral Virtual Tour www.rochestercathedral.org/pano Rotherham 24 Hour Library http://on.fb.me/e6Afrf Streetmuseum http://www.museumoflondon.org.uk/Resources/app/ you-are-here-app/index.html The Grand Tour www.vimeo.com/12949465 The Secret Hills Time Trails www.shropshirewalking.co.uk/events/geocaching.htm Trove www.trove.nla.gov.au Virtual Classroom www.nationalarchives.gov.uk/education/virtual-classroom.htm

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

70

Appendices
3.4 Further examples of digital activity
This section contains details of digital activities identified in our research but not documented in the case studies. The list provides further examples of digital experiences and a wider view of the current digital environment with regard to participation and learning.

Cover | Contents | Introduction | Executive Summary | Case Studies | Appendices Executive Summary | Case Studies | Appendices

Digital Participation and Learning

71

Augmented Reality Flashmob, Amsterdam http://www.sndrv.nl/ARflashmob/ Birmingham Museum and Art Gallery Pre-Raphaelites Collection http://www.preraphaelites.org/ BBC Get the Horrible Histories Look http://www.bbc.co.uk/cbbc/horriblehistories/getthelook/ British Library Timelines http://www.bl.uk/timeline British Library Treasures app http://bit.ly/gOWgzW British Film Institute Screen Online http://www.screenonline.org.uk/education/index.html British Museum Book of the Dead app http://itunes.apple.com/gb/app/book-of-the-dead/id403229794 British Waterways WOW Water Safety Challenge http://www.wow4water.net/waterside-safety-challenge Cabinet War Rooms Interactive Timeline http://www.cassonmann.co.uk/publications/making-the-churchill-museum

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

72

California Science Centre LA Basin Mashup http://bit.ly/9vNY6s Canterbury Museum, New Zealand Digital Binocular Station http://www.digitalbinocularstation.com/ City of Lincoln Council Heritage Connect http://www.heritageconnectlincoln.com/ Collections Trust Culture Grid http://www.culturegrid.org.uk/# Dallas Museum of Art Smartphone tours http://dallasmuseumofart.org/View/smARTphoneTours/index.htm Derby Cathedral Peregrine Falcon Project http://bit.ly/O1yDb Design Museum Interactive Map http://bit.ly/YsZlj Englands Past for Everyone http://www.englandspastforeveryone.org.uk Google SketchUp and 3D Warehouse http://sketchup.google.com/3dwarehouse/ http://bit.ly/eFVti3

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

73

Google Art Project http://www.googleartproject.com/ Greater Manchester Museums Revealing Histories http://www.revealinghistories.org.uk/have-your-say.html Heather & Hillforts Audio trails http://bit.ly/gMdlZA Hidden Lives Hidden Lives Revealed http://www.hiddenlives.org.uk/ Imagemakers Wildspy apps http://www.imagemakers.uk.com/wildspy-seashore-ramble/ Imperial War Museum What Lies Beneath http://www.whatliesbeneath.org.uk/ Kingston Museum Service Kingston At War http://www.rbksch.org/museum/about.asp Lancashire Wildlife Trust Trailblazers http://www.lancswt.org.uk/index.php/trailblazers.php Leeds Art Gallery ArtWall http://www.artspaceonline.org/gallery//

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

74

London Transport Museum Acton Town http://bit.ly/gvRaaH Manchester United Experience Skills Test http://www.dexigner.com/news/17432 Mattress Factory QR codes http://bit.ly/OYUXm Museums, Libraries and Archives East Midlands Museum Buddies http://www.mubu.org.uk/ Museums, Libraries and Archives East Midlands Learn With Museums http://www.learnwithmuseums.org.uk/ The Museum of Modern Art (MoMA), New York Rogue Augmented Reality Exhibition http://www.wired.com/beyond_the_beyond/2010/10/augmentedreality-ar-uninvited-at-moma-nyc/ National Trust for Scotland Culloden Battlefield AV presentation www.nts.org.uk/Culloden/Home Natural History Museum Who Do You Think You Are? http://bit.ly/hzDyen Pen Friend http://bit.ly/gr96an

Cover | Contents | Executive Summary | Case Studies | Appendices

Digital Participation and Learning

75

Royal Commission on the Ancient and Historical Monuments of Scotland Scotlands Rural Past http://www.scotlandsruralpast.org.uk/ Royal Commission on the Ancient and Historical Monuments of Wales Pontcysyllte Aqueduct 3D model http://bit.ly/gcqNjq SEA Lab (Los Angeles) Environmental Kiosk http://www.lacorps.org/sealab.php St Pauls Cathedral Oculus http://bit.ly/bC8rFK Wiltshire Heritage Museum http://www.youtube.com/user/WiltshireHeritage

Cover | Contents | Executive Summary | Case Studies | Appendices

You might also like