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The Virtual Gallery 2.0 framework: Design plan for digital exhibit curating.

机译:Virtual Gallery 2.0框架:数字展览策展的设计计划。

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摘要

This study describes the development of the Virtual Gallery 2.0 (VG 2.0) framework and illustrates its application in the Abner prototype. The VG 2.0 framework is a design plan for specialized software tools, such as Abner, that enable users to curate and share digital museum exhibits. Representing an extension of the initial Virtual Gallery research by B. L. Bell, E. V. Dimaraki, and M. K. Brown (1997), the VG 2.0 framework incorporates synergistic instructional models, learning viewpoints, and new technologies. The Abner prototype represents the application of the VG 2.0 framework to a specific subject-matter domain, baseball, by allowing users to create digital exhibits about Jackie Robinson. Specifically, this study has six basic parts. In the first part, the conventional exhibit development process is detailed. The second part describes the learning viewpoints, instructional models, and practical applications that informed the VG 2.0 framework. Third, a review of previous participatory exhibit development programs provides the practical foundations for the VG 2.0 framework, showing that limits on material and staff resources impede the widespread implementation of such programs. Tracing their derivations primarily from the Goal-Based Scenario (GBS) and Instructional Software Design Project (ISDP), the fourth part specifies the framework's eight design principles and a supporting computer-based pattern. The principles, for example, address the user's role, goal, and task environment. The pattern for associated applications incorporates a Web browser/metaphorical museum interface, intermediary programs, and database set. The fifth part presents the prototypical Virtual Gallery 2.0 application, Abner. Because the applications of GBS and ISDP to curating and to learning various subject matters by curating have not been empirically proven, the final part reserves conclusions about educational effectiveness of the framework and Abner pending systematic research. Thus, this final section discusses related issues and opportunities for research and further development, such as whether the sequence and selection of curatorial tasks might affect potential outcomes, and whether the framework can be utilized as a student portfolio platform.
机译:这项研究描述了Virtual Gallery 2.0(VG 2.0)框架的开发,并说明了其在Abner原型中的应用。 VG 2.0框架是针对专用软件工具(例如Abner)的设计计划,使用户能够策划和共享数字博物馆的展览。 VG 2.0框架代表了B.L. Bell,E.V.Dimaraki和M.K.Brown(1997)最初对虚拟画廊研究的扩展,它融合了协同的教学模型,学习观点和新技术。 Abner原型通过允许用户创建有关Jackie Robinson的数字展览来表示VG 2.0框架在特定主题领域棒球的应用。具体来说,这项研究包含六个基本部分。在第一部分中,详细介绍了常规展览的开发过程。第二部分描述了为VG 2.0框架提供信息的学习观点,教学模型和实际应用。第三,对以前的参与式展览开发计划的回顾为VG 2.0框架提供了实用基础,表明对物质和人力资源的限制阻碍了此类计划的广泛实施。第四部分主要从基于目标的方案(GBS)和教学软件设计项目(ISDP)追踪其派生,它指定了框架的八项设计原则和基于计算机的支持模式。例如,这些原则解决了用户的角​​色,目标和任务环境。关联应用程序的模式包含一个Web浏览器/隐喻博物馆界面,中间程序和数据库集。第五部分介绍了典型的Virtual Gallery 2.0应用程序Abner。由于GBS和ISDP在策展和通过策展学习各种主题方面的应用尚未得到经验证明,因此最后一部分保留了有关框架和Abner有待系统研究的教育有效性的结论。因此,本最后一节讨论了相关的问题以及研究和进一步发展的机会,例如策展任务的顺序和选择是否可能影响潜在的结果,以及该框架是否可以用作学生作品集平台。

著录项

  • 作者

    Zirkel-Rubin, Jessica Beth.;

  • 作者单位

    Teachers College, Columbia University.;

  • 授予单位 Teachers College, Columbia University.;
  • 学科 Education Technology of.
  • 学位 Ed.D.
  • 年度 2001
  • 页码 193 p.
  • 总页数 193
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:47:21

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