social inclusion through media projects
Post on 19-Oct-2014
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sounddelivery was invited to deliver a series of social media workshops at the recent Museums Association 09 conference in London. We also ran a workshop in partnership with the Museum of London focusing on social inclusion through media projects. This case study explored a series of social-inclusion projects that have used video, podcasts and blogs to encourage accessibility, and shows the benefits to the participants as well as to the museum. If you need further information about this kind of work or links to the audio please do get in touch [email protected]TRANSCRIPT
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Social Inclusion through Media Projects
Speakers:Jude Habib – Director, sounddeliveryLucie Fitton – Inclusion Officer, Museum of LondonPaul Clifford – E-learning Officer, Museum of London
Chair:Catherine Herman, Independent consultant
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Media as a tool for engagement in the Museum of London’s inclusion programme
Lucie Fitton, Inclusion [email protected]
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Introduction
• Overview of the inclusion programme• Two cases studies – My Brixton and
Podcasts from the past• Challenges and benefits
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Background to the Inclusion Programme
• Project-based programme that uses arts and media to engage people at risk of exclusion with their heritage
• Learning/social outcomes for participants• Outputs – for wider community• Develop the Museum’s understanding of the
issues involved in working with people at risk of social exclusion.
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• The programme has been running for five years
• Social inclusion a strategic driver of the organisation, not just my responsibility
• Progression of programme: work becomes a two way process, impact on permanent galleries, long-term projects
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Relevance of social media?
• It doesn’t always work• It isn’t always appropriate to the project• We shouldn’t use media just for the
sake of it
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Sustained engagement and impact
• People before IT• Long-term engagement to sustain
outcomes• Media embedded as part of the process
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My Brixton – a social reporting project
John Callaghan interviewed by Shirley
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• Overview: Participants were trained to be social reporters and interviewed people involved in the Brixton Riots
• Audience & recruitment: long-term unemployed adults and local young people
• Process: Research, investigation, preparation, interviewing, editing
• Outputs: interviews are featured on the Museum’s website and quotes will be used in the new permanent galleries.
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Use of media
blog
website
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Traditional media
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What the participants thought?
Paul Wood
Uriel Blackwood
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Podcasts from the past
Bronze spearheads
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• Overview: participants researched, wrote and recorded audio description podcasts
• Audience & recruitment: long-term unemployed and ex-homeless men
• Process: research, consultation, writing, recording, editing, blogging
• Outputs: podcasts featured on website
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Use of media
websiteblog
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Challenges
• Independent access to media• Keeping up to date with new technology• Confidence and training for staff• Not suitable for all• Different speeds of learning
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Benefits
• It’s exciting!• It does engage people who may not be
traditionally attracted to museums• Supports learning and social outcomes
for projects• Aids evaluation, accountability and
ability to share good practice
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The term ‘blended learning’ is used to describe the mixing of traditional media with digital approaches to learning.
or
‘instruction that combines face to face instruction with digital media devices’
Museum of London E-Learning strategy
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Why do it?
Motivates peopleEnriches and enhances an experience
•Offers opportunities for inclusion and access•Different languages•Different learning styles•Different modes of access•Different locations•
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• Personalise learning• Offers opportunities for collaboration,
sharing and social interaction• Creates learning artefacts• Experience new and familiar
technologies
Why do it?
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What we can do with technologies
ConsumeCaptureCreateCollaborateCommunicate
www.youtube.com/pclifford64
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Range of technologies
• Computers• Projectors• Interactive whiteboards• Internet• Cameras
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• Visualizers and scanners• Access equipment• Handheld devices – media players, mobile
phones, mobile projectors, PSP’s, Nintendo’s• Other technologies and software• – Quick response bar codes
– QR Augmented reality (AR), Mobile applications, YouTube, Flickr, Animoto, Bluetooth, wi-fi, etc…
Range of technologies
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The Downside?
Investment in technology – too expensive?
Development of content – too complicated, too time consuming?
Staffing issues – all of the above?
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Need large infrastructure etc – too small?
Creating digital spaces – not enough room?
Copyright and IPR – Legal action?
Using technologies – not convinced they add value?
The Downside?
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