Difference between revisions of "CLIO Examples"
Line 21: | Line 21: | ||
|The BurkeMobile is an educational program that travels to schools and community events to facilitate pop-up exhibits. At these events, museum educators would direct a lesson for groups of up to 30 students before inviting them to independently explore their collection of carefully-curated exhibits. At each exhibit table, students could interact with short interactive activities designed to contextualize objects. | |The BurkeMobile is an educational program that travels to schools and community events to facilitate pop-up exhibits. At these events, museum educators would direct a lesson for groups of up to 30 students before inviting them to independently explore their collection of carefully-curated exhibits. At each exhibit table, students could interact with short interactive activities designed to contextualize objects. | ||
|- | |- | ||
|Bird Diversity | |[[CLIO Development#Slater Museum of Natural History|Bird Diversity]] | ||
|Slater Museum | |Slater Museum | ||
|This fully remote educational lesson plan offered pre-recorded facilitator videos, activities and student instructions that allowed teachers to use them, independently, as part of a lesson. Additionally, this pilot program used open-source video broadcasting software OBS to interactively embed activities into video conference software. This pilot program focused on using interactive activities as a tool for student and educator collaboration. | |This fully remote educational lesson plan offered pre-recorded facilitator videos, activities and student instructions that allowed teachers to use them, independently, as part of a lesson. Additionally, this pilot program used open-source video broadcasting software OBS to interactively embed activities into video conference software. This pilot program focused on using interactive activities as a tool for student and educator collaboration. | ||
|- | |- | ||
|Tooth Sleuth | |[[CLIO Development#Slater Museum of Natural History|Tooth Sleuth]] | ||
|Slater Museum | |Slater Museum | ||
|This pilot program used open-source video broadcasting software OBS to interactively embed activities into video conference software. Slater Museum facilitators could guide school students through the lesson and how to use the activities before allowing them to be completed independently or in groups (breakout rooms) using their home computer. This pilot program focused heavily on digitizing and integrating collections specimens into digital, remote lesson plans. | |This pilot program used open-source video broadcasting software OBS to interactively embed activities into video conference software. Slater Museum facilitators could guide school students through the lesson and how to use the activities before allowing them to be completed independently or in groups (breakout rooms) using their home computer. This pilot program focused heavily on digitizing and integrating collections specimens into digital, remote lesson plans. | ||
|- | |||
|[[CLIO Development#The Evergreen State College|Indigenous Arts Campus]] | |||
|Evergreen State College | |||
|We worked the Evergreen Natural History Museum, the Daniel J Evans Library, the House of Welcome and the Evergreen Gallery to provide physical items, digital media and text-based interpretation for these exhibits. Each digital interactive kiosk contained activities that supplemented traditional museum-style interpretation and added further context, such as history, core themes or related information. These digital interactives were primarily new additions to existing exhibition content, such as artworks in the Library or architecture on the Indigenous Arts Campus. | |||
|} | |} | ||
Revision as of 13:05, 28 February 2023
Overview
CLIO and POP can used together to create a variety of different interaction experiences. You can use a POP kiosk to integrate digital activities into pop-up exhibits at local schools, libraries and community centers. Program facilitators can select the activities to display on-the-fly, or they could also create a kiosk to always display the same activities. Alternatively, you can integrate CLIO into your institution with new or refurbished hardware.
Take those same activities and display them online as part of a virtual exhibit, use them within an online lesson plan, or send links to remote learners while you facilitate a full online lesson plan through video conference. CLIO was created to be a framework that supports and adapts to your institutions specific needs.
Educational Programs
Throughout the development of CLIO and POP, we have worked with educational professionals to create new pilot programs that could utilize these technology in new ways. Technology would be integrated as a small part of the broader interactive, but it would never be used to replace the connection with an educator. We chose avoid quantifying scores and focus on the freeform nature of learning by allowing users to dive deep into subjects that piqued them, while keeping the extraneous out of the way.
Pilot | Institution | Description |
---|---|---|
BurkeBox | Burke Museum | The Burke Box is an educational program that delivers lesson plans, resources and museum-quality objects directly to classrooms. It was designed for multiple groups of three to four students to share a single interactive for an extended period of time. Using CLIO and POP, students could access multimedia and resources about objects in the collection. Teachers had access to interactive digital copies of lesson plans alongside frequently asked questions that were designed to help them lead their classroom about these subjects. |
BurkeMobile | Burke Museum | The BurkeMobile is an educational program that travels to schools and community events to facilitate pop-up exhibits. At these events, museum educators would direct a lesson for groups of up to 30 students before inviting them to independently explore their collection of carefully-curated exhibits. At each exhibit table, students could interact with short interactive activities designed to contextualize objects. |
Bird Diversity | Slater Museum | This fully remote educational lesson plan offered pre-recorded facilitator videos, activities and student instructions that allowed teachers to use them, independently, as part of a lesson. Additionally, this pilot program used open-source video broadcasting software OBS to interactively embed activities into video conference software. This pilot program focused on using interactive activities as a tool for student and educator collaboration. |
Tooth Sleuth | Slater Museum | This pilot program used open-source video broadcasting software OBS to interactively embed activities into video conference software. Slater Museum facilitators could guide school students through the lesson and how to use the activities before allowing them to be completed independently or in groups (breakout rooms) using their home computer. This pilot program focused heavily on digitizing and integrating collections specimens into digital, remote lesson plans. |
Indigenous Arts Campus | Evergreen State College | We worked the Evergreen Natural History Museum, the Daniel J Evans Library, the House of Welcome and the Evergreen Gallery to provide physical items, digital media and text-based interpretation for these exhibits. Each digital interactive kiosk contained activities that supplemented traditional museum-style interpretation and added further context, such as history, core themes or related information. These digital interactives were primarily new additions to existing exhibition content, such as artworks in the Library or architecture on the Indigenous Arts Campus. |
Interactive Experiences
With the increasing prevalence and availability of open-source technologies, museums have been provided with a plethora of low-cost tools to enhance exhibitions and educational programming at their institutions[1]. While there are tools developed to tackle the digital interactive needs of museums, they often require extensive knowledge of coding and technology to fully utilize. We aim to rectify this with CLIO, an open-source web application for GLAM institutions.
CLIO can be used to create Activities, define their Audience, organize them into Programs, and then display them, both on-line and in-person, as a facilitated experience or a static exhibit. You can use your own electronics; follow the guides to recreate POP, a portable prototype touchscreen kiosk; or host it online through a publicly accessible web server.
Each CLIO Interactive can contain multiple Programs and all the required data is stored on the device, decreasing the strain on your institution's internet network when using offline kiosk systems. Entirely different sets of interactive activities can be loaded on-the-fly without internet access, even while away from your institution, making it easier to create pop-up exhibitions. Activities can be sorted into Audiences, allowing facilitators to tailor their live educational experience more closely to their current environment. [illustration needed]
Usage | Description | Example |
---|---|---|
Facilitated Kiosk | Does your institution run mobile educational lessons, set up pop-up exhibits around your community, or even provide tours? With a facilitated CLIO kiosk, you can give facilitators and educators the power to choose which digital interactive activities they want to integrate into their programs. Each time you turn on the kiosk, it will enter directly into Facilitator Mode, ready for set up. Whenever you want to change the exhibit, all you need is access to the kiosk. | Evergreen Gallery
BurkeMobile |
Static Kiosk | Does your institution have exhibits that could be supplemented by digital interactives, or galleries that could use an interactive infrastructure that evolves with your exhibits? Static exhibit kiosks will always show the same activities, even after you restart them. You can still change the activities anytime you want through Facilitator Mode, but these kiosks are more 'set it and forget it' than a facilitated kiosk. | Longhouse |
Virtual Kiosk | Don't always have access to your kiosk? Host CLIO over the internet and set-up a temporary kiosk on any computer with a mouse and web browser. Integrate CLIO into your exhibit planning and development cycle by making the prototype interactive activities available online. You can provide remote access of CLIO activity prototypes to your entire team to request feedback or provide avenues to involve the community at large in the evaluation of your new digital interpretation. | Daniel J Evans Library |
Blog-Based Lesson Plan | Does your institution provide online resources, such as lesson plans and instructional videos? Add CLIO to your online resources by embedding activities directly into your blog or online lesson plan. Interactively illustrate concepts, review new material and provide ways to explore your collections. | Slater Museum |
Video Conference Lesson | Does your institution provide online synchronous resources, such as video conferences, symposiums or live facilitated lessons? You can integrate CLIO into video conference software like Google Meets, Microsoft Teams or Zoom. Presenters can interact with activities in real-time to demonstrate concepts or show off interactives for your remote audience. Want them to be able to interact with the activities, too? Send them as a web link so they can explore them with you. | Slater Museum |
Digital Activities
Activities are created through easily customizable activity templates, called Activity Types. You can use one of the seventeen Activity Types that are designed specifically for use in an informal education context, or you can create your own. They range in complexity and customization options. There are simple interactive activities with very little customization, as well as more complex activities that can be extensively customized to assist in the creation of a narrative.
Media Activity Types are designed to heavily rely on media and the contextualization surrounding it, and great for using collections media or re-using media that you've already created for in-person exhibits. Interaction-based Activity Types focus primarily on the interaction experience the user has with an activity and work well to reinforce concepts taught through physical exhibits or live facilitation. Narrative-based Activity Types combine multiple Activities into one and works well to contextualize Activities together.
Activity Type | Type | Description | Example |
---|---|---|---|
3D Render | Media | This activity type allows the user to interact with a digital three-dimensional object. | |
Annotated Image | Media | This activity type can provide additional context to an image through the inclusion of ‘Look Closer’ buttons. Each ‘Look Closer’ button can display open to display rich text, an image gallery, or a video. | |
Collections Objects | Media | This activity type displays a list of objects, such as collections artifacts, that opens a full-screen gallery of images of that object with captions. This activity is designed to draw connections between a museum’s “home” collections and the objects on display in outreach programming. | |
Image Gallery | Media | A collection of images can be combined into a gallery that users can look through, with brief descriptions for each image. | |
Rich Text with Narration | Media | This activity displays rich text with an optional voiceover. | |
Slideshow | Media | This activity allows users to navigate through a slideshow, with optional “basement” slides that exist below the primary slide. | |
Video Playback | Media | This activity plays an MP4 video. It can be configured to disable the audio or the control bar. | |
Card Match | Interaction | This activity type is designed to draw connections between two sets of objects, images, or ideas by trying to match cards. | |
Flash Cards | Interaction | This activity displays topic cards that can be flipped to view a brief description, or opened to look at a longer rich text description. | |
Image Comparison | Interaction | This activity can be used to compare, contrast or overlay one image over another, allowing a user to interactively decide how much of each image they would like to see. You can also add ‘Look Closer’ buttons to highlight specific areas of the image. | |
Media Dichotomous Key | Interaction | This activity type presents a gallery of images to the user and a series of questions. Using the images, they will answer to the best of their ability and, when there have been enough questions asked to reach a conclusion, they will be presented with their answer versus the correct answer based on their responses. | |
Pathfinder | Interaction | This activity type is a visual activity that uses a series of multiple choice questions to chart a path from an origin to a destination. Each question’s options can have additional information that is used to provide context to the choice and help shape their answer. As the user progresses, they can view the correct answer from the previous questions to help build connections. | |
Tile Match | Interaction | This activity is designed to draw connections between two sets of objects, images, or ideas. Each set contains four cards that users can try to match, with configurable correct and incorrect responses. | |
Timeline | Interaction | This activity creates an ordered timeline that users can navigate through, date by date. | |
Binary Quiz | Interaction | This activity type can be customized to prompt users to select from a binary set of choices with correct and incorrect responses. | |
Visual Thinking | Interaction | This inquiry-based learning activity can be used to highlight a collection of images and provide prompts for users to learn more about what they find most interesting. | |
List | Narrative | This Exhibit will display the included Activities as scrollable list with optional custom titles and descriptions. |