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Sharing and reuse of museum objects in learning environments.



In recent years many projects have developed online catalogues and repositories to manage and promote cultural heritage. After the massive digitalization of cultural heritage, open data modality suggests to rethink access to digital resources of museums and their use and reuse in different environments such as learning and tourism. Museums are rethinking who they are and what they can do to partner with schools and others to encourage interests and curiosity by citizens, teachers and students. Indeed the online accessibility of cultural materials and their sharing through technology can provide the use and reuse, in particularly, of museum information for developing learning, educational content and tourism application with full respect for copyright and related rights related to the aims to deploy museum community content as a means to enhance visit experience. Different projects have shown that digital resources and technology tools can be used as new teaching aids to develop a new learning environment, using collaborative and cooperative learning modality. However, the language and terminology adopted by museum staff to describe cultural heritage is, often. not easily accessible and understandable for the general public or for teachers and pupils. To solve this problem technologies can provide opportunities to rethink the implementation and presentation of contents. This paper presents MUSED, a user-centred framework designed by a partnership between museums and schools. A Platform has been developed to search, download and re-use digital resource of cultural heritage by teachers for their multimedia lessons . The Open data access , sharing museum resources and annotation tools were provided to encourage teachers and students to access and to know the cultural heritage. After access to reserved area of Website MUSED the information material was surfed online within the virtual paths offered by the Museums to track down useful objects to implement the contents in order to create a customized e-lessons, a container of explanatory panels and virtual museum objects relating to the subject matter. With the aid of specific software, each teacher will be able to make a hypertext with the support of images and information of the museum catalogues. After the lesson the teachers will bring students to museums so they will see objects that have already got to know, placed within the hypertext. In this way the students can implement the associative and experiential activities for the improvement of their cognitive abilities and their curiosity. In this way the museum object becomes a tool for teaching and educational environments will be created to improve engagement and student learning. On other side through annotation tools teachers and students will be able to integrate information of museum objects with content related to school subject so different information can increase digital museum resources. This approach may be very interesting not only to encourage museum visits and improve the relationship between museum and educational environment, but also to look for a new way to promote cultural heritage in other context such as lifelong learning and tourism.
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... Various platforms have been introduced in the field of cultural heritage education [2,3,17,22]. WebQuests [2] is an educational environment that promotes inquiry-oriented educational activities based on online resources providing numerous cultural heritage lessons. ...
... MedcGame [3] is a collaborative cultural heritage interactive software that attempts to engage students in an active learning process. The MusEd Platform [17] offers an online learning repository of reusable cultural heritage content, organized in learning objects. Castle Route [22] urges students to reflect, investigate, disseminate and share cultural heritage and historical content creating a collaborative environment. ...
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Nowadays there is a tremendous effort to enhance educational procedure with the incorporation of new technologies aiming at the better understanding of educational material from students. In this direction many theories have been developed, some of which have been implemented into digital systems. A challenge here is to develop a system that integrates more than one of such theories in a harmonic way for the benefit of student community. In this work we attempt to give an answer to this challenge proposing a novel system that integrates the main characteristics of three well-known educational theories: learning objects, collaborative learning and mobile learning in the context of cultural heritage teaching and learning. Evaluation results suggest that such an attempt is technically feasible, the integrated characteristics of the educational theories remain visible to educators of cultural heritage courses, while cultural heritage educators positively accept the potential incorporation of the platform in the educational procedure.
... Rendere accessibili nei siti Web dei musei video e presentazioni, giochi interattivi, materiali didattici già elaborati è il primo passo in questa direzione; il secondo è concordare con i fruitori attività personalizzate sui contenuti digitali disponibili; il terzo è aprire spazi per la creazione di user-generated content 39 . In effetti, sia a livello internazionale che nazionale, sono diverse le istituzioni museali, che operano già in tal senso 40 . ...
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The spread of new integrated technologies to connect people and share information has raised the issue of an adaptation of the educational paradigms. The school because of the diffusion of new media is rethinking their strategies, developing new tools which are aimed at express the full potential of the students, from the cognitive to the emotional sphere, from the relational to sphere of operation. Awareness has spread that learning environments are not only those of traditional classrooms, but even all the places that offer to the pupils opportunities for training and relationship. In this context the museums are also included. This paper provides the theoretical and experimental framework for the adoption of a tool recently developed in the web, the style "draw my life", for creating learning experiences in line with the new media education. The videos draw my life are tales accompanied by drawing, executed while the speaker talks. They can serve to illustrate concepts, instruments or scientific materials especially through telling life stories. The experimentation carried out in the classroom shows the effectiveness of the method and suggests its usefulness even in teaching by museums.
Full-text available is an ongoing effort of making Europeana metadata available as Linked Open Data on the Web. It allows others to access metadata collected from Europeana data providers via standard Web technologies. The data are represented in the Europeana Data Model (EDM) and the described resources are addressable and dereferencable by their URIs. Links between Europeana resources and other resources in the Linked Data Web will enable the discovery of semantically related resources. We developed an approach that allows Europeana data providers to opt for their data to become Linked Data and converts their metadata to EDM, benefiting from Europeana efforts to link them to semantically related resources on the Web. With that approach, we produced a first Linked Data version of Europeana and published the resulting datasets on the Web. We also gained experiences with respect to EDM, HTTP URI design, and RDF store performance and report them in this paper.
Conference Paper
Full-text available
In recent years many projects have applied technology, as Linked Data, and new modality of digital museum resources access as a personalized way to meet the knowledge and interests needs of different users. Furthermore, current studies engage users in a new way of taking part in cultural heritage. This paper presents a framework to search, download and re-use digital resource of cultural heritage by teachers for developing their multimedia lessons. Open access data modality, tools for sharing museum resource and to make multimedia lesson are developed. In this way the museum object becomes a tool for teaching and educational environments will be created to improve engagement and student learning. Designing a learning repository that manages and shares various information of different museum catalogues and an annotation tool to museum objects are ongoing to allow teachers and students to increase cultural heritage contents and to improve relationship between museum staff and education context.
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