IML495 Welcome to the Museum: Reflecting on Representation & Inclusion in Museum Evaluation

2020 ◽  
Vol 63 (4) ◽  
pp. 597-603
Author(s):  
Alice Anderson ◽  
Michelle A. Mileham
Keyword(s):  

Author(s):  
İrem Namli Altintas ◽  
Çiğdem Kozaner Yenigül

<p>In this study, it was aimed to determine social studies candidates how to practice about make of use museums as a learning environment. It was tried to discuss a case, for this purpose ıt was used case study. The study group consisted of 19 students (12 females, 7 males) studying social studies at a public university. Participants were given museum training lasting 7 weeks and the process started with the visit of the Antalya Archeology Museum. In this study, Museum Evaluation Forms were used as data collection tools. These forms were used at two-stage. The first stage was the Pre-Museum Evaluation Form and the second stage was the Activity Evaluation Forms. Content analysis technique was used in data analysis, and the forms were examined separately and themes and categories were created. In the categories, the statements of some of the participants were given with direct quotations. As a result of the research, the expectations of the students before the museum training are divided into the categories of Learning about the use of the Museum, Historical awareness and Embodiment in the theme of Cognitive Field. In the affective main theme, it was determined that it was divided into the categories of Group Work, Contribution to Professional Knowledge and Being an Effective Citizen. In the Cognitive Field theme, the students' experiences after museum training are divided into the categories of Field Knowledge, Museum Use Learning and Creativity. In the affective Thinking, Contribution to Professional Knowledge, Permanent Learning, and Role-Playing are the categories of the affective categories. Participants stated that to make use of museum to effect on the cognitive area more effective than affective area. </p>



Author(s):  
Stella Sylaiou ◽  
Martin White ◽  
Fotis Liarokapis

This chapter describes the evaluation methods conducted for a digital heritage system, called ARCO (Augmented Representation of Cultural Objects), which examines the tools and methods used for its evaluation. The case study describes the knowledge acquired from several user requirement assessments, and further describes how to use this specific knowledge to provide a general framework for a holistic virtual museum evaluation. This approach will facilitate designers to determine the flaws of virtual museum environments, fill the gap between the technologies they use and those the users prefer and improve them in order to provide interactive and engaging virtual museums. The proposed model used not only quantitative, but also qualitative evaluation methods, and it is based on the extensive evaluations of the ARCO system by simple end-users, usability experts and domain experts. The main evaluation criteria were usability, presence, and learning.



Author(s):  
Stella Sylaiou ◽  
Martin White ◽  
Fotis Liarokapis

This chapter describes the evaluation methods conducted for a digital heritage system, called ARCO (Augmented Representation of Cultural Objects), which examines the tools and methods used for its evaluation. The case study describes the knowledge acquired from several user requirement assessments, and further describes how to use this specific knowledge to provide a general framework for a holistic virtual museum evaluation. This approach will facilitate designers to determine the flaws of virtual museum environments, fill the gap between the technologies they use and those the users prefer and improve them in order to provide interactive and engaging virtual museums. The proposed model used not only quantitative, but also qualitative evaluation methods, and it is based on the extensive evaluations of the ARCO system by simple end-users, usability experts and domain experts. The main evaluation criteria were usability, presence, and learning.



2012 ◽  
Vol 37 (2) ◽  
pp. 25-35 ◽  
Author(s):  
Marianna Adams
Keyword(s):  


2018 ◽  
Vol 19 (2) ◽  
pp. 90-100 ◽  
Author(s):  
Roswitha Poll

Purpose The purpose of this paper is to define quality criteria for museum work and try to identify indicators for assessing such quality, using the well-known quality indicators for libraries as basis of comparison. Design/methodology/approach In 2016, the first international standard for museum statistics was published (ISO 18461). At the same time, the museum community realized the need to proceed from statistics to quality assessment in order to prove the effectiveness and efficiency of museum performance and finally also the influence of museums on society. The paper analyses the existing literature on museum quality and museum evaluation and compares the findings to the established methods in the library sector. Findings Comparison of quality criteria and quality evaluation in museums and libraries shows not only many similarities in what is regarded as quality, but also considerable differences in the options for assessment. Research limitations/implications The paper shows a tentative selection of potential quality indicators and quality assessment methods for museums. Further work and practical expertise will be needed for developing and testing a reliable set of methods. The new ISO project 21246 key indicators for museums will further this development. Practical implications There is an evident similarity in the mission and goals of cultural institutions such as archives, libraries and museums. Methods already in use in libraries for assessing performance quality and library impact can therefore also be useful in the museum sector. But the immense variety of museums requires an adaptation of existing methods and a number of new indicators especially devised for museum tasks. Originality/value The paper describes possible solutions for evaluating the quality of museums. As quality criteria are similar in museums and libraries, new quality indicators for museums may in turn become useful in the library sector.



Author(s):  
Pablo Daniel Franco Caballero ◽  
Francisco José García Aguilera

The continued use of digital devices, such as smartphones and tablets, has substantially changed the way we communicate and acquire knowledge. Museums are a key element in our society and a source of culture. Updating the method of transmission of museum culture is needed, so technologies related to the Internet have been integrated into the exposed elements. One of the most widespread methods among innovation trends in museums is the use of Quick Response (QR) codes for the transmission of additional information to the exposed elements. The case of the Alborania Museum, being a museum of environmental education, has live animals in veterinary treatment, so the information on the available animals is constantly changing. Establishing posters would have an environmental impact that is against the museum's ethics, so QRs are the best way to present dynamic content with low environmental impact. This article proposes an evaluation of an educational innovation project in the Alborania Museum of Malaga through the Contribution Analysis, in order to verify the value of QR codes as an improvement in the transmission of environmental education. The results show a very good acceptance and usability in this museistic context. The conclusions of this study are relevant to the optimisation of environmental museum information. Keywords: QR code, museum, evaluation, contribution analysis, ICT, environmental education.





2020 ◽  
Vol 43 (2) ◽  
pp. 413-441
Author(s):  
Antonella Basso ◽  
Stefania Funari

AbstractThis paper proposes to measure the museums performance with a model that combines the Data Envelopment Analysis (DEA) and Balanced Scorecard (BSC) methodologies with a third method, the analytic hierarchy process (AHP), which is often used to support decision making. Starting from the two-stage DEA–BSC model of Basso et al. (Omega Int J Manag Sci 81:67–84, 2018), which integrates DEA and BSC, we explore the advantages to consider also the AHP methodology, with the aim to include the judgement of some museums’ experts on the relative importance of the BSC perspectives in the performance evaluation model. A first approach uses directly the AHP priorities derived from the judgements expressed by the museums’ experts interviewed to determine the weights to aggregate the four BSC performance scores into an overall performance indicator. A second approach uses the judgments of the museums’ experts indirectly to introduce proper restrictions on the output weights of the second-stage DEA model. With this approach, we overcome the problem arising from the dispersion of the preferences within the group of experts, that may heavily affects the first approach. Both approaches proposed in this contribution are applied to the case study of the municipal museums of Venice.



2021 ◽  
Vol 14 (2) ◽  
pp. 1-22
Author(s):  
Daniel Zilio ◽  
Nicola Orio ◽  
Luca Zamparo

This article presents FakeMuse, a serious game about forgery and authentication in archaeological museums that aims at letting users playfully approach this issue. The player takes on the role of a museum curator who is presented with several artifacts that s/he must decide whether they are authentic or not. As the player progresses in the game, s/he can gather additional information by reading magazine articles or earn cultural money by playing minigames with archaeological content. In this way, s/he will be able to make more informed decisions about the authenticity of artifacts. FakeMuse is an Android application that can be played also while visiting an archaeological museum. Evaluation with a group of selected testers showed promising results.



Sign in / Sign up

Export Citation Format

Share Document