tag:blogger.com,1999:blog-6434539846039948460.post4105501305720493306..comments2020-06-30T21:36:45.210-07:00Comments on Emerging Digital Trends In Museums: Digital Learning and MuseumsMark Haywardhttp://www.blogger.com/profile/04075887156292499887noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-6434539846039948460.post-32083223817645096262009-02-04T13:31:00.000-08:002009-02-04T13:31:00.000-08:00In Proust and the Squid, Wolf examines the goals o...In Proust and the Squid, Wolf examines the goals of reading and how they have affected human brains though time. On page 17, she quotes Proust<BR/><BR/>“We feel quite truly that our wisdom begins where that of the author ends, and we would like to have him give us answers, while all he can do is give us desires. And these desires he can arouse in us only by making us contemplate the supreme beauty which the last effort of his art has permitted him to reach. But by…a law which perhaps signifies that we can receive the truth from nobody, and that we must create it ourselves, that which is the end of their wisdom appears to us but the beginning of ours.”<BR/><BR/>This quote appears to be stating that the goal of reading, while solitary, is to allow the reader to synthesize ideas and information to create their own thoughts and intellectual experiences.<BR/><BR/>I then wonder about the purpose of reading digitally. In his online paper “Content vs. Practice” on gaming, Dan White of Filament Games (an educational gaming company) discusses the goals of the educational games Filament creates by stating:<BR/><BR/>1) We aim to make games that teach practices (i.e. engineering) first and content (i.e. equations) second. <BR/><BR/>2) Gameplay should not be divorced from practice. If you’re playing a history game, for example, the gameplay should teach the skills that historians value. <BR/><BR/>It is clear that the digital text and surrounding experiences are created with very specific learning objectives in mind. While the experience of the game is task driven, the ultimate goal is to teach both content and higher order thinking skills within context. At the same time, while participants are required to read, they are synthesizing text and images in order to engage in tasks. In this way, the “reader” participating in the game creates their own experience guided by the game design. <BR/><BR/>Do digital experiences, then, create another layer and opportunity for reading or chip away at the more individual and artistic experience of reading?Mira Cohenhttps://www.blogger.com/profile/15220936169436238358noreply@blogger.com