Bland älvor & älgar : en komparativ fallstudie om immersiv och interaktiv teknologi vid Västergötlands museum respektive Naturhistoriska riksmuseet
(2022) ABMM74 20221Division of ALM, Digital Cultures and Publishing Studies
- Abstract
- In our thesis we will analyze two different types of immersive and interactive technologies at two Swedish museums: Västergötlands museum and Naturhistoriska riksmuseet. For this paper we conducted field research where we visited the museums and studied two installations: a browser game called Fornbyäventyret as well as a mobile app called Nya djur, which is based on augmented reality. Our primary questions concern how these two applications can be used for educational purposes and what the results and the responses after their introductions have been, both from the museums’ and from the users’ point of view. To find answers to these questions we have used Vygotsky’s sociocultural theory and Dewey’s pedagogical pragmatism for our theories... (More)
- In our thesis we will analyze two different types of immersive and interactive technologies at two Swedish museums: Västergötlands museum and Naturhistoriska riksmuseet. For this paper we conducted field research where we visited the museums and studied two installations: a browser game called Fornbyäventyret as well as a mobile app called Nya djur, which is based on augmented reality. Our primary questions concern how these two applications can be used for educational purposes and what the results and the responses after their introductions have been, both from the museums’ and from the users’ point of view. To find answers to these questions we have used Vygotsky’s sociocultural theory and Dewey’s pedagogical pragmatism for our theories as well as a triangulation of field studies, group interviews with the developers and questionnaires as our methods.
From our results, we concluded that these museums had similar motivations behind the initiatives, which was to introduce more digital elements to the open air museum and the exhibit. Both were also initiatives that started as collaborations with individuals outside the museums. The projects seem to have had educational ambitions, although Västergötlands museum seems to have more long term goals in mind with its’ installation. Both functions primarily target children and families and are constructed with the purpose of being self-sufficient, with minimal aid from staff required in order to function properly. The response from both the museums and the users seem to have generally been positive towards the functions. It was however noted that the implementations of games and/or augmented reality demands a lot of time, resources and expertise not commonly found within museums. Something we noted however was that these initiatives seem to have been developed with the intent to introduce more digital elements as a goal in and of itself, rather than as a tool for education. We also point out that long-term plans are a necessity in order to gain any meaningful educational use out of these technologies.
From a broader perspective some Swedish museums seem to be generally positive to newer technological tools but are hesitant to be too experimental and innovative. There is however also a conservative mindset among other museums concerning the potential uses of the technology within the framework of the institutions. Among visitors there is still a lack of experience and uncertainty related to these new elements, which can be interpreted as a conservative attitude. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/9095625
- author
- Robertsson, Jenny LU and Byström, Adrian LU
- supervisor
- organization
- alternative title
- Among Elves and Elks : a Comparative Case Study on Interactive and Immersive Technology at Västergötlands Museum and Naturhistoriska Riksmuseet
- course
- ABMM74 20221
- year
- 2022
- type
- H2 - Master's Degree (Two Years)
- subject
- keywords
- Augmented reality, delaktighet, deltagande, Dewey, enkäter, Fornbyäventyret, fältstudie, immersiv, interaktiv, intervjuer, museer, Naturhistoriska riksmuseet, Nya djur, pedagogik, pragmatism, teknologi, triangulering, spel, sociokulturell teori, Vygotsky, Västergötlands museum
- language
- Swedish
- id
- 9095625
- date added to LUP
- 2022-11-16 09:15:13
- date last changed
- 2022-11-16 09:15:13
@misc{9095625, abstract = {{In our thesis we will analyze two different types of immersive and interactive technologies at two Swedish museums: Västergötlands museum and Naturhistoriska riksmuseet. For this paper we conducted field research where we visited the museums and studied two installations: a browser game called Fornbyäventyret as well as a mobile app called Nya djur, which is based on augmented reality. Our primary questions concern how these two applications can be used for educational purposes and what the results and the responses after their introductions have been, both from the museums’ and from the users’ point of view. To find answers to these questions we have used Vygotsky’s sociocultural theory and Dewey’s pedagogical pragmatism for our theories as well as a triangulation of field studies, group interviews with the developers and questionnaires as our methods. From our results, we concluded that these museums had similar motivations behind the initiatives, which was to introduce more digital elements to the open air museum and the exhibit. Both were also initiatives that started as collaborations with individuals outside the museums. The projects seem to have had educational ambitions, although Västergötlands museum seems to have more long term goals in mind with its’ installation. Both functions primarily target children and families and are constructed with the purpose of being self-sufficient, with minimal aid from staff required in order to function properly. The response from both the museums and the users seem to have generally been positive towards the functions. It was however noted that the implementations of games and/or augmented reality demands a lot of time, resources and expertise not commonly found within museums. Something we noted however was that these initiatives seem to have been developed with the intent to introduce more digital elements as a goal in and of itself, rather than as a tool for education. We also point out that long-term plans are a necessity in order to gain any meaningful educational use out of these technologies. From a broader perspective some Swedish museums seem to be generally positive to newer technological tools but are hesitant to be too experimental and innovative. There is however also a conservative mindset among other museums concerning the potential uses of the technology within the framework of the institutions. Among visitors there is still a lack of experience and uncertainty related to these new elements, which can be interpreted as a conservative attitude.}}, author = {{Robertsson, Jenny and Byström, Adrian}}, language = {{swe}}, note = {{Student Paper}}, title = {{Bland älvor & älgar : en komparativ fallstudie om immersiv och interaktiv teknologi vid Västergötlands museum respektive Naturhistoriska riksmuseet}}, year = {{2022}}, }