Araştırma Makalesi
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Müze Eğitiminde Yeni Teknolojilerin Kullanımı ve Kazanımlar

Yıl 2023, Cilt: 5 Sayı: "Cumhuriyetin 100. Yılında Türkiye'de Müzecilik ve Müze Eğitimi" Özel Sayısı, 62 - 77, 16.11.2023
https://doi.org/10.51637/jimuseumed.1376981

Öz

İnsanoğlu var olduğu günden beri sürekli olarak çevresi ile etkileşime girmiş ve meydana getirdiği bu değişimden etkilenmiştir. Yapmış olduğu devrimler ve üretmiş olduğu teknolojiler dünyayı şekillendirirken siyasetten ekonomiye, sosyal hayattan eğitime kadar tüm dinamikler üzerinde önemli etkilerde bulunmuştur. Öyle ki bugün içerisinde bulunulan teknolojik devrim insanların dünyayı algılayış biçimleri, birbirleriyle ve çevreleriyle kurdukları etkileşim, öğrenme şekilleri gibi pek çok faktörü dönüştürmektedir. Bu duruma 2020 yılında küresel ölçekte etkili olan Covid-19 pandemisi de eklendiğinde teknoloji kullanımı kaçınılmaz bir unsur haline gelmiş ve her alana yayılan bir dijitalleşme dalgası ortaya çıkmıştır. Yaşanan bu gelişmelerin yanı sıra 1960’lı yıllar ile birlikte yaygınlaşmaya başlayan çağdaş müzecilik anlayışı, sosyal bir kurum olan müzelerin teknoloji ile olan ilişkilerini tekrar gözden geçirmelerini gerekli kılmıştır. Yeni neslin ilgi ve ihtiyaçları da düşünüldüğünde kültürel mirası aktarma misyonu taşıyan müzeler ve teknoloji arasındaki etkileşimin önemi daha da artmıştır. Bu kapsamda müzeler artırılmış gerçeklik, sanal gerçeklik ve metaverse gibi yeni teknolojilerden giderek daha fazla yararlanmaya, daha erişilebilir mekanlar olmaya ve eğitim işlevini bu teknolojiler yardımıyla daha etkin ve etkili bir biçimde sunmaya başlamıştır. Bu nedenle müzeler zengin öğrenme mekanları olarak giderek daha fazla ön plana çıkmaya başlamıştır. Bu araştırma kapsamında müzelerin eğitim etkinliklerinde artırılmış gerçeklik, sanal gerçeklik ve metaverse teknolojilerinden ne şekilde yararlanıldığı, bu teknolojilerin sunmuş olduğu avantajlar üzerinden irdelenmiştir. Araştırmada bu teknolojileri eğitim amacıyla kullanan yurtiçi ve yurtdışı müzelerinden öne çıkan örneklere yer verilmiştir.

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Use of New Technologies in Museum Education and Outcomes

Yıl 2023, Cilt: 5 Sayı: "Cumhuriyetin 100. Yılında Türkiye'de Müzecilik ve Müze Eğitimi" Özel Sayısı, 62 - 77, 16.11.2023
https://doi.org/10.51637/jimuseumed.1376981

Öz

Human beings have continuously interacted with their environment since the day they came into existence and have been affected by this change. While the revolutions and technologies it has produced have shaped the world, it has had significant effects on all dynamics from politics to economy, from social life to education. In fact, the current technological revolution is transforming many factors such as the way people perceive the world, the way they interact with each other and their environment, and the way they learn. When the Covid-19 pandemic, which was effective on a global scale in 2020, is added to this situation, the use of technology has become an inevitable element and a wave of digitalization has emerged in every field. In addition to these developments, the understanding of contemporary museology, which became widespread in the 1960s, made it necessary for museums, which are social institutions, to reconsider their relations with technology. Considering the interests and needs of the new generation, the importance of the interaction between museums, which have the mission of transmitting cultural heritage, and technology has increased even more. In this context, museums have started to benefit more and more from new technologies such as augmented reality, virtual reality and metaverse, to become more accessible places and to offer their educational function more effectively and efficiently with the help of these technologies. For this reason, museums have become increasingly prominent as rich learning spaces. Within the scope of this research, how museums utilize augmented reality, virtual reality and metaverse technologies in their educational activities is examined through the advantages offered by these technologies. In the research, prominent examples from domestic and international museums that use these technologies for educational purposes are included.

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  • Nigam, M., Metuku, A., Mitchelson, D., Saito, G., Chou, H., Maekawa, H… & Ahuja, V. (2022). Metaverse: a guide to the next-gen internet. https://www.credit-suisse.com/media/assets/corporate/docs/about-us/media/media-release/2022/03/metaverse-14032022.pdf adresinden erişilmiştir.
  • Nincarean, D., Alia, M. B., Halim, N. D. & Rahman, M. H. (2013). Mobile augmented reality: the potential for education. Procedia Social and Behavioral Sciences, 103, 657-664.
  • Nuzzaci, A. (2006). General education and museum education: between singularity and plurality. Revista Complutense de Educacion, 17(1), 65-75.
  • Park, G. (2021). Epic games believes the ınternet ıs broken. this ıs their blueprint to fix Ithttps://www.washingtonpost.com/video-games/2021/09/28/epic-fortnite-metaverse-facebook/ adresinden erişilmiştir.
  • Pavid, K. (2018). Explore the museum's collection with Sir David Attenborough. https://www.nhm.ac.uk/discover/news/2018/march/explore-the-museum-with-sir-david-attenborough.html adresinden erişilmiştir.
  • Pera Müzesi. (2018). Basın Bülteni: “Kaplumbağa Terbiyecisi” canlanıyor Osman Hamdi Bey’in dünyasına yolculuk: sanal gerçeklik deneyimi. https://www.peramuzesi.org.tr/repo/bulletin/attachments/1558510927_pm_2019_ohb_vr.docx adresinden erişilmiştir.
  • Pera Müzesi. (2022). Osman Hamdi Bey’in dünyasına yolculuk. https://www.peramuzesi.org.tr/sergi/osman-hamdi-bey%E2%80%99in-dunyasina-yolculuk-sanal-gerceklik-deneyimi/260 adresinden erişilmiştir.
  • Preloaded. (2023). Modigliani vr: the Ochre Atelier. https://preloaded.com/work/modiglianivr/ adresinden erişilmiştir.
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  • Qian, Y. (2021). Virtual reality and modern visitor in the museum: the technological ıntegration and ıts debates. Proceedings of the 2021 3rd International Conference on Literature, Art and Human Development (ICLAHD 2021), 290-294.
  • Recupero, A., Talamo, A., Triberti, S. & Modesti, C. (2019). Bridging Museum mission to visitors’ experience: activity, meanings, ınteractions, technology. Frontiers in Psychology, 10:2092. DOI: 10.3389/fpsyg.2019.02092
  • Richardson, J. (2023). Virtual reality is a big trend in museums, but what are the best examples of museums using VR? https://www.museumnext.com/article/how-museums-are-using-virtual-reality/ adresinden erişilmiştir.
  • Roach, J. (2021). Mesh for microsoft teams aims to make collaboration in the ‘metaverse’ personal and fun. https://news.microsoft.com/innovation-stories/mesh-for-microsoft-teams/ adresinden erişilmiştir.
  • Robson, J. & Dodd, F. (2019). Augmenting the power of artwork through a virtual reality partnered piece. Proceedings of EVA London 2019, 206-211.
  • Rodley, E. (2018). Unpacking our understanding of ımmersion. https://www.aam-us.org/2018/11/07/unpacking-our-understanding-of-immersion/ adresinden erişilmiştir.
  • Rosen, P. (2021). All museums will build a metaverse copy using nfts, predicts contemporary art chief at world's largest museum. https://markets.businessinsider.com/news/currencies/museum-metaverse-twin-digital-art-nfts-state-hermitage-museum-russia-celestial-hermitage adresinden erişilmiştir.
  • Roussou, M. (2004). Learning by doing and learning through play: an exploration of ınteractivity in virtual environments for children. ACM Computers in Entertainment, 2(1).
  • Sertalp, E. (2017). Müzelerin tanıtım kitaplarında artırılmış gerçeklik (AG) teknolojisi kullanımı: Ankara Anadolu Medeniyetleri Müzesi kitabı örneği. Sanat Yazıları, 36, 107-120.
  • Sharp, S. R. (2017). More screens, more knowledge: testing the detroit ınstitute of arts’ new augmented reality app. https://hyperallergic.com/350320/more-screens-more-knowledge-testing-the-detroit-institute-of-arts-new-augmented-reality-app/ adresinden erişilmiştir.
  • Shehade, M. & Stylianou-Lambert, T. (2020). Virtual reality in museums: exploring the experiences of museum professionals. Appl. Sci. 10, 4031.
  • Sheridan, E., Ng, M., Czura, L., Steiger, A., Vegliante, A. & Campagna, K. (2021). Framing the future of web 3.0: Metaverse edition. Goldman Sachs Research.
  • Shoulder, J. (2015). British Museum uses virtual reality to explore Bronze Age objects https://advisor.museumsandheritage.com/blogs/british-museum-uses-virtual-reality-to-explore-bronze-age-objects/ adresinden erişilmiştir.
  • Siegle, D. (2019). Seeing Is Believing: Using Virtual and Augmented Reality to Enhance Student Learning. Gifted Child Today, 42(1), 46–52. https://doi.org/10.1177/1076217518804854 adresinden erişilmiştir.
  • Şekerci, C. (2017). Sanal gerçeklik kavramının tarihçesi. Uluslararası Sosyal Araştırmalar Dergisi, 10(54), 1126- 1133.
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  • Tanrıkulu, B. & Karagöl, A. (2021). Müzede sanal gerçeklik uygulamaları: bir örnek çalışma olarak kaplumbağa terbiyecisi. Yeni Medya Elektronik Dergisi, 5(2), 95-111.
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  • Yumak, S. (2023). Müze eğitiminde sanal gerçeklik, artırılmış gerçeklik ve metaverse kullanımı. Yüksek Lisans Tezi, Ankara Üniversitesi.
Toplam 145 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Müze Eğitimi
Bölüm Makaleler
Yazarlar

Selen Yumak 0009-0008-9258-0570

Ceren Karadeniz 0000-0001-5773-8557

Erken Görünüm Tarihi 2 Kasım 2023
Yayımlanma Tarihi 16 Kasım 2023
Gönderilme Tarihi 16 Ekim 2023
Kabul Tarihi 29 Ekim 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 5 Sayı: "Cumhuriyetin 100. Yılında Türkiye'de Müzecilik ve Müze Eğitimi" Özel Sayısı

Kaynak Göster

APA Yumak, S., & Karadeniz, C. (2023). Müze Eğitiminde Yeni Teknolojilerin Kullanımı ve Kazanımlar. Uluslararası Müze Eğitimi Dergisi, 5("Cumhuriyetin 100. Yılında Türkiye’de Müzecilik ve Müze Eğitimi" Özel Sayısı), 62-77. https://doi.org/10.51637/jimuseumed.1376981

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