美術館為學校教育所設計的e化學習資源:教育功能與教學內容探究

Art Museum E-Learning Resources Designed for School Education Purposes: Research on Educational Functions and Content

作者

系所:人文學院 / 藝術與人文教學研究所

作者:李霜青

中文摘要

近年來,數位學習(e-learning)在世界各國蓬勃發展,我國政府也投注大量資源發展數位學習系統。從幼稚園、國小、國中、高中乃至於大學,每間學校均已建置多種數位學習資源供學生利用。數位學習除了在學校內,學校外的文化機構,如美術館、博物館等,亦致力於開發數位學習資源,讓學校師生更容易接觸與學習美術館的館藏資源,進而豐富藝術教育的內涵。但目前美術館針對學校藝術教育所開發的數位學習資源,多以場館人員的主觀想法或系統開發商的技術觀點來進行設計,較少納入實際使用者,如學校教師與學生之需求建議。
基於使用者經驗對於產品或系統的滿意度甚為重要,本研究以國小師生為對象,透過使用者導向設計手法,開發創新的美術館數位學習資源。本研究規劃第一階段以國內外六個美術館的數位學習資源為對象,首先進行內容分析,接著邀請本領域的藝術教育者及國小教師,針對上述數位學習資源進行評估,而後依其觀點與建議提供美術館數位學習資源的設計要素。
本研究除了指出現有美術館數位學習資源的優點與缺點外,亦可闡明美術館將如何以更豐富的內容、方便的使用功能、及創新的方式進行數位學習資源的設計。研究成果將可協助美術館發揮更強大的教育潛能,幫助美術館專業人士為線上學習、互動學習、以及數位學習遊戲設計等議題建立更清晰的理解與實踐方式,對國內美術館未來在數位學習資源的經費、時間、資源等各方面,可以做更有效率與效果的運用。
 

Abstract

In recent years, the Taiwanese government has initiated programs to support the construction and development of e-learning, both in cultural institutions, such as art museums, and in formal education systems, such as K-12 schools. The e-learning initiations as implemented in Taiwan actually reflect a current trend on an international level. Art museums design e-learning resources for school teachers and students as curriculum materials to access museum collections off-site. With the invention of new technology, museums have been experimenting with more elaborated online interfaces, educational functions and contents such as playing interactive games, listening to art historian’s interpretations, uploading visitors’ artworks, or retrieving educational materials. However, it has been pointed out that most existing approaches to facilitating the teaching and learning in schools were developed from technicians’ perspectives. Scant research has been conducted to investigate user’s experiences and collect their opinions and suggestions as the basis for future design.

 

In view of this need, this research aims to elucidate the current approaches to organizing and presenting art museum e-learning resources, in terms of educational content and functions, as well as users’ responses. Six national and international art museum e-learning resources will be studied using the method of content analysis. E-learning art education primary school teachers will be observed and interviewed to contribute their opinions on the e-learning resources based on distinct dimensions. After analyzing users’ feedbacks, the researchers will devise an improved e-learning resource prototype incorporating specified criteria required by school users for art museums to integrate into their future practice.

 

Using multi-method research approach, this research can indicate the strengths and weaknesses of current e-learning resources provided by art museums. It will shed light on how we can advance the design of art museum e-learning resources by integrating content rich, user friendly, and, at the same time, innovative approach. The results may be offered to art museum website and e-learning resource designers so that the educational potentials of art museums can be better fulfilled. It may improve art museum professionals’ understanding of online learning, interactive learning, and e-learning game design, and, therefore, provide insight into how art museums in Taiwan may make better-informed
decisions about how to spend budget, time, and limited resources.
 

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