854 resultados para MUSEUMS


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The article presents and discusses issues such as informativeness, offering of directions and information retrieval, and also lists definitions of information and mediation. Based on the topics presented, the possible problems faced by information professionals are discussed while cultural mediators in the context of art museums.

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The aim of this paper is to highlight some of the methods of imagetic information representation, reviewing the literature of the area and proposing a model of methodology adapted to Brazilian museums. An elaboration of a methodology of imagetic information representation is developed based on Brazilian characteristics of information treatment in order to adapt it to museums. Finally, spreadsheets that show this methodology are presented.

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This text aims to approach museums` role in the production of knowledge and how objects are transformed into documents when museums incorporate them. On accepting the effects of such transformation, museums start working not only with material goods, but also symbolic goods. The collection manager or exhibition curator communicate through documents rather than bringing into light its intrinsic content. In this sense, every process involving museum documents, from the selection of collections to exhibitions, has a rhetoric and ideological nature which is given. Museums must search for meanings through correlations established in the process of producing information. Exhibitions should present objects in multiple contexts, giving visitors the opportunity to participate and attribute their own meanings to them.

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What do visitors want or expect from an educational leisure activity such as a visit to a museum, zoo, aquarium or other such experience? Is it to learn something or to experience learning? This paper uses the term 'learning for fun' to refer to the phenomenon in which visitors engage in a learning experience because they value and enjoy the process of learning itself. Five propositions regarding the nature of learning for fun are discussed, drawing on quantitative and qualitative data from visitors to a range of educational leisure activities. The commonalities between learning for fun and other theoretical constructs such as 'experience,' 'flow', 'intrinsic motivation', and 'curiosity' are explored. It is concluded that learning for fun is a unique and distinctive offering of educational leisure experiences, with implications for future research and experience design.

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At the end of Word War II, Soviet occupation forces removed countless art objects from German soil. Some of them were returned during the 1950s, but most either disappeared for good or were stored away secretly in cellars of Soviet museums. The Cold War then covered the issue with silence. After the collapse of the Soviet Union, museums in St Petersburg and Moscow started to exhibit some of the relocated art for the first time in half a century. The unusual quality of the paintings-mostly impressionist masterpieces-not only attracted the attention of the international art community, but also triggered a diplomatic row between Russia and Germany. Both governments advanced moral and legal claims to ownership. To make things even more complicated, many of the paintings once belonged to private collectors, some of whom were Jews. Their descendants also entered the dispute. The basic premise of this article is that the political and ethical dimensions of relocated art can be understood most adequately by eschewing a single authorial standpoint. Various positions, sometimes incommensurable ones, are thus explored in an attempt to outline possibilities for an ethics of representation and a dialogical solution to the international problem that relocated art has become.

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O objetivo desse artigo ?? investigar como a ren??ncia fiscal ?? utilizada na ??rea de museus. A fundamenta????o te??rica faz breve apresenta????o da literatura sobre implementa????o e descreve o uso da ren??ncia fiscal na ??rea de museus mediante an??lise de seis vari??veis: incentivos, autonomia, informa????o, apoio institucional, apoio social e etapas e tempo. A metodologia utilizada foi a an??lise documental e entrevistas. A an??lise foi feita com ajuda do programa NVIVO9. As principais conclus??es s??o que embora haja incentivos e autonomia em graus suficientes para permitir boa implementa????o via ren??ncia fiscal, h?? quest??es informacionais e referentes ??s etapas e tempo que dificultam sua implementa????o. Al??m disso, a ren??ncia fiscal ?? concentradora, desigual e apresenta baixa participa????o de empresas do setor privado. Esses problemas parecem diminuir a capacidade de a implementa????o de museus mediante o uso da ren??ncia fiscal alcan??ar os efeitos almejados.

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Sistemática, Morfologia e Biogeografia

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O direito à memória é o direito que tem a sociedade de conhecer, lembrar e procurar a verdade sobre seu próprio passado, sobretudo em situações de violência recente como é o conflito armado colombiano. O direito à memória pode ser garantido ou negado no campo da didatização da história. O ensino de história também acontece em espaços não escolarizados como os museus. O tema da pesquisa é: como os estudantes constroem explicações históricas sobre o conflito armado colombiano em um ambiente museal, e sua relação com o direito à memória. O trabalho de campo se desenvolve na Casa Museu Jorge Eliécer Gaitán (Bogotá - Colômbia), com estudantes das três últimas séries do sistema escolar colombiano. Partimos do pressuposto de que a Casa Museu Gaitán está vinculada não só a um passado doloroso, mas também a um presente conflituoso. As temporalidades superpostas deste espaço museal, são analisadas através das relações entre história acadêmica, história escolar e história cotidiana. Por isto, dialoga-se também com os conteúdos propostos para à área de Ciências Sociais e o livro didático. Garantir um direito à memória através do ensino de história, passa por combater as pretensões oficiais de impor uma memória única do passado, e oferecer ferramentas para que os estudantes possam construir explicações históricas a partir do raciocínio crítico. Isto é possível quando os estudantes confrontam as diferentes vozes que relatam o passado recente. No caso colombiano, garantir o direito à memória através do ensino de história da violência recente, é ainda mais complexo pela função que desenvolve o próprio Estado colombiano no meio do conflito armado.

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An education promoting scientific literacy (SL) that prepares the citizens to a responsible citizenship has persisted as an argument across discussions on curricula design. The ubiquity of science and technology on contemporary societies and the ideological requirement of informed democratic participation led to the identification of relevant categories that drive curriculum reforms towards a humanistic approach of school science. The category ‘Science as culture’ acquires in the current work a major importance: it enlightens the meaning of scientific literacy. Looking closely to the French term, culture scientifique et tecnologique, turns science simultaneously into a cultural object and product that can be both received and worked at different levels and within several approaches by the individuals and the communities. On the other hand, nonformal and informal education spaces gain greater importance. Together with the formal school environment these spaces allow for an enrichment and diversification of learning experiences. Examples of nonformal spaces where animators can develop their work may be science museums or botanical gardens; television and internet can be regarded as informal education spaces. Due to the above mentioned impossibility of setting apart the individual or community-based experiences from Science and Technology (S&T), the work in nonformal and informal spaces sets an additional challenge to the preparation of socio-cultural animators. Socio-scientific issues take, at times, heavily relevance within the communities. Pollution, high tension lines, spreading of diseases, food contamination or natural resources conservation are among the socio-scientific issues that often call upon arguments and emotions. In the context of qualifying programmes on socio-cultural animation (social education and community development) within European Higher Education Area (EHEA) the present study describes the Portuguese framework. The comparison of programmes within Portugal aims to contribute to the discussion on the curriculum design for a socio-cultural animator degree (1st cycle of Bologna process). In particular, this study intends to assess how the formation given complies with enabling animators to work, within multiple scenarios, with communities in situations of socio-scientific relevance. A set of themes, issues and both current and potential fields of action, not described or insufficiently described in literature, is identified and analysed in the perspective of a qualified intervention of animators. One of these examples is thoroughly discussed. Finally, suggestions are made about curriculum reforms in order, if possible, to strongly link the desired qualified intervention with a qualifying formation.

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Dissertação de Mestrado, Património, Museologia e Desenvolvimento, 3 de Julho 2013, Universidade dos Açores.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.

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To become an open to outer space, the "museum" acquired new forms and new expressions. The complexity of museological activity thus leads to new representations that alter the initial image of the museum as a building with objects. Their 'boundaries' are now less sharp, not only in relation to the spatial relationship, but also to its temporal dimension, creating an additional challenge which is the recognition of the museum itself. The design, while transdisciplinary activity, thereby assumes a key role in the communication of the museums in its visual representation and recognition of their action. The present study results from a survey conducted in 2010 to 364 Portuguese museums (from a universe of 849 museums), presenting an analysis to its base elements of visual expression of identity (name, logo, symbol, and color).

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Dissertação apresentada à Escola Superior de Educação de Lisboa para obtenção de grau de mestre em Educação Artística, na especialização de Teatro na Educação

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Particulate matter (PM) can have a significant impact on human health and on artifacts stored and kept inside museums and archives. To the author's knowledge, its immediate and/or longterm concentrations and distribution on Portuguese archives has never been determined. Four Portuguese archives (with and without HVAC/air filtration systems) were selected and the immediate concentration of airborne particulate matter was measured by active sampling. Indoor-outdoor ratios were also determined. International and national guidelines were used to ascertain the environment’s quality, both for the readers and staff and for the documents preserved in these institutions. Inside, PM2.5 ranged between 0.37μg/m3 and 27.61μg/m3, while PM10 ranged between 4.43μg/m3 and 285.52μg/m3. The lowest values were determined in storage rooms and the highest in reading rooms. In terms of human health, Portuguese guidelines for immediate PM10 concentration were not met in several locations. For conservation purposes, storage rooms were classified according to an original air quality grid. Air filtration systems proved valuable in maintaining a safe environment for our written heritage and the staff and readers that deal with it and care for it every day. This study constitutes the first snapshot of the particulate matter concentrations and distribution in Portuguese Archives.