The Digital Learning Network shares ideas and good practice in using digital
technology to support learning in the Cultural Heritage sector.


News blog

Formal Digital Learning Resources in Gallery, Online and in the Classroom conference

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DLNET met up at Museum of London last Friday at “Formal Digital Learning Resources in Gallery, Online and in the Classroom” to share some of the latest work happening with digital learning resources in museums and heritage sites in Britain. From the most visited museum in the country working with games companies to museums with no specialist digital staff building a website, everyone was asking the same question: How can we best support teachers using our resources to create inspiring lessons?


From the source…

Karen Heath – Primary School Teacher - presentation

Samantha Broad – Secondary School Teacher - presentation


To kick the day off teachers Karen Heath and Samantha Broad came to set a context of what teachers find helpful from museums in developing lessons. Simplicity and easy to digest information was the first point to come out. Bullet points of  key messages are preferable to whole lesson plans and as Karen noted, each teacher will adapt any resource to their teaching style and the needs of the class anyway. For resources which may be accessed before a museum visit, activities to prime the class and others to consolidate learning once back at school also helped to maximise learning.

There was lively discussion around how technology is used in classrooms and how the new focus of the ICT curriculum with its concentration on programming will have knock on effects for other subject areas. The BBC’s online offer for children was brought up as a great example of where technology was being used to deliver great content built specifically with the users needs in mind. Samantha told us how she had used the Museum of London’s Great Fire of London game in class and subsequently found out that the museum had an exhibition devoted to it and recommended it to parents. It goes to show that having great resources online can bring greater awareness of your site and lead to visits, especially from families.

Having the opportunity to ask questions to two teachers allowed the attendees to really quiz them about how they find and use materials. The session set up a great foundation for the rest of the days speakers and everyone in attendance putting practicalities in our mind, drilling down into how we can create and design digital resources with the users coming first.

Crowdsourcing and Learning

Ally Davies – From inception to delivery - presentation


Ally Davies, Online Learning manager at Museum of London, shared the development of a crowdsourcing learning resource, where students use skills to analyse objects, tagging them with descriptive time periods and identifying their use. The data from this goes back into the museum’s collection database and helps to improve the searchability of it. To inform the design they tested extensively with pilots in schools and created a suite of resources around it which look at databases and how they work.

This creative idea required the buy in of lots of departments across the museum and showed how reaching out across teams can create something sustainable, rich and innovative. We were also treated to a glimpse of some of the objects removed from the catalogue for the project, such as a Soho sex shop advert, which goes to show you can never check your content too much.

The Lab

Craig Fletcher and Kirsten Wood – To the lab at Stirling Wood - presentation


Kristin Wood and Craig Fletcher made the long journey down from Stirling Castle to give a great talk about some of the challenges of bringing a thousand year castle into the twenty-first century. “The Lab” at the castle is a learning space which was funded to bring together media and heritage. Schools can come and use iPads to make films documenting their journey through the castle or undertake a murder investigation studying the skeletal remains of knight found in recent renovations. The site is a springboard for creativity and imaginative approaches to working with schools and some sound advice on the practicalities of maintaining a dozen iPads and sharing the media made raised some useful considerations for those starting out.

From paper trails to an augmented reality app

Katherine Biggs – Paper, PDFs and Play Store - presentation

Resources-Event-AM-5967Katherine Biggs, Education Manager at the British Museum’s Samsung Centre, showed us the brand new app, “A Gift for Athena”, developed to help raise the capacity of supporting schools during their visits.  Self led classes explore the spectacular Parthenon galleries using tablets and follow the story of Athenians parading to deliver a gift to the goddess Athena. With 250,000 visits from school children each year the use of technology can deliver meaningful interaction with the collections and support classes unable or not wishing to go to a facilitator led workshop.

The app itself began life as a paper trail which was in use before. In this case, the use of technology provided something that a pen and paper could not by using augmented reality to bring objects to life before your eyes. Katherine talked us through the development of the game, showing how user testing informed the final design, reducing the amount of instructions on screen and making games harder to increase the satisfaction of winning them. 

Objects in Focus

Tali Krikler and Frances Jeens – Objects in Focus, reaching beyond the museum walls - presentation

Resources-Event-AM-5983Tali Krikler and Francis Jeens explained a new online resource from the Jewish Museum, Objects in Focus. The web resource curates themes, highlights interesting objects with stories and provides high resolution zoomable images and downloadable activities around each. Every object poses a set of questions which begin enquiry and establish how students can begin to develop methods to interpret them by asking a few simple questions. Both speakers owned up to not being tech experts but they did not have to be anyway: they had identified exactly what they had wanted to achieve and could concentrate on writing, research and creating the engaging stories that they excel at.

The day brought colleagues together from across a huge range of organisations and was a great chance to share advice and new projects. The speakers sparked debate and inspiration for people exploring the creation and use of online and onsite materials or activities with schools. Simplicity and interesting content make good resources but as the projects we saw today showed, knowing your audience and listening to them will make them great.


The Battle of Bannockburn…immersive learning through gaming

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On a cold and wintry morning, a group of us gathered inside an ultra-modern building on a field a few miles outside of Stirling. This was our chance to take part in one of Scotland’s most pivotal battles. Though unlike the troops standing in the same place some 700 years ago, we had been invited by The National Trust for Scotland to trial their new 3D Battle of Bannockburn experience.

interactive-displayWould we be able to master the art of medieval warfare? Could we get to grips literally and metaphorically with the weapons?

The Bannockburn visitor centre focuses on bringing the mechanics of medieval war to life through state of the art motion-capture technology similar to the technique used to create the character ‘Gollum’ in The Lord of the Rings saga. This 3D introduction sets the scene for what proved to be one of the most famous battles fought on British soil.

This ‘Prepare for Battle’ area is where visitors can learn about the tactics and choices of Robert the Bruce and King Edward II as they faced each other on the battlefield. In this area you are transported back to 1314, the night before the battle. You can wander between both camps interacting with the real people preparing for battle, while witnessing some of the physical open_bobpreparations including battle training all surrounded by 270 degree, massive 3D screens. Accounts from historians, the voices of Scottish actors, replica weapons and even the genuine skull of Robert the Bruce have all been used to help create this unique visitor experience. An advisory panel made up of historical experts ensure that the new interpretation is strong and academically sound.

Through a clever use of objects and technology, this is historical interpretation for the 21st century and provides a unique experience for young people and indeed visitors of all ages. Crucially, the technology does not replace traditional interpretation but instead provides an immersive interpretive ‘layer’ for young people who may not be as engaged with traditional museum panels and objects. The historical context of the event is presented through a medium which is immediate, familiar and relevant to them.

 ‘The Battle Game’

After experiencing some of the sights and sounds of medieval warfare, we had the chance to move on to the highlight of the centre, the ‘Battle game’. Here, we were randomly assigned a rank in either The Bruce’s or Edward’s armies as we stood around a gaming table complete with digital troops and cavalry battalions. Having been assigned the role of The Bruce, I immediately felt the weight of history on my shoulders as I was now responsible for some 6500 troops and most importantly, ensuring the Scottish army was victorious. visit-the-battleI confess, I have am no gaming enthusiast and have only used an xbox once or twice but I quickly became immersed in the game, shouting orders at my commanders, selecting field positions and weapons. The ‘Battlemaster’ takes instructions from both leaders on troop movements and when to engage the enemy so alongside troops, the leaders must decide which weapons to use: cavalry, archers, or the formidable ‘schiltron’. Tiny virtual soldiers can be seen advancing, retreating and clashing violently, while computer-generated images of battle. scenes appear and disappear overhead.

The interactive table also lets you see how how many casualties your side is suffering,while the Battlemaster provides the overarching dramatic narrative of what is happening on the ground. Sometimes Bruce’s army wins, sometimes it’s Edward’s. The main aim is to allow visitors a chance to re-create the battle through gaming technology and if my own experience from a non-gamer’s point of view is anything to go by, this ‘Battle Game’ shows just how engaging and exciting learning about history can be particularly for young people, if presented through a relevant and immersive medium like gaming. At the end of my own visit, I was relieved to have led a successful army against Edward and to have sent him home to think again…

The centre is the first major joint project between the National Trust for Scotland and Historic Scotland.

If you would like to find out more about developing your digital learning offer for schools, both onsite and in the classroom, DLNET is organising an event on 4 April which explores formal digital learning resources in gallery, online and in the classroom. Details are available in the events section.

All images are © National Trust for Scotland.

Crowdsourcing, participation and learning

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Stuart Berry

‘Crowdsourcing’ is something of a buzz-word at the moment, but is not a new concept. The arts, culture and heritage sectors have all been making use of their audience for a number of years, but the greater range of opportunities afforded through advancing technologies are now helping institutions and their audiences to work together in new ways on new kinds of projects.

According to this Horizon report, crowdsourcing is going to be one of the big development areas for museums in the next year or so.

What is crowdsourcing?

At its core, crowdsourcing is a type of volunteering. Volunteering has been part of the culture in museums and heritage sites for many years. Traditional volunteer roles might vary according to the scale of different institutions, but are generally all based on-site; they may be public-facing or may be curatorial and behind-the-scenes in nature. Many of these roles, by virtue of the tasks involved, require the volunteer to be on-site and physically doing the work.

Crowdsourcing moves beyond simple volunteering, in that it asks many people to do a small amount of work to get one big thing done. Crowdsourcing also doesn’t have the same sense of commitment that volunteering in the traditional sense does.  Examples of ‘crowdsourcing’ in the pre-digital world might include asking the local community to come and clear snow from a site car-park, or asking the public to bring old egg-boxes and yogurt pots in for an art-and-craft project.

The Internet can extend any institution’s ‘community’, and social networks are one example of the web doing a great deal in overcoming geography as a barrier to engagement.  The Internet can also be used as a tool to allow the public to participate in and contribute to a variety of projects.  By asking many people to perform small simple tasks over the Internet, institutions are capable of getting a great deal of work done that might otherwise be monotonous and extremely time-consuming.  By its nature, this is facilitating greater levels of engagement, and is enabling community contribution in many new ways.

The V&A have a very straight-forward example of a digital crowdsourcing project that is asking people to crop images from their online catalogue.

What are others doing?

Crowdsourcing projects can vary widely in their scope and nature.  Some institutions are big enough to have the budget to host their own digital projects, whilst others use existing platforms elsewhere.

Some projects are research-based in nature, asking the public to observe and record events around them.  Good examples include the RSPB’s Big Garden Birdwatch, where the RSPB are asking the public to submit results through their website.  The Society of Biology have also done recent surveys in this way, including their house spider survey last Autumn - this survey also had an accompanying smart-phone app that participants could download to help identify and record their sightings.

The Woodland Trust have a similar project, Nature’s Calendar, collecting information on sightings of certain species and events in the natural world through the year – this site also has an interactive display showing data from the current and previous years, allowing participants to see annual fluctuations and differences plotted geographically.

Some projects, like that of the V&A above, ask participants to assist with very small specific tasks. Your Paintings Tagger asks users to add tags to publicly-owned oil paintings in order to make the Your Paintings database more searchable and accessible. In a similar fashion, Calbug is one example of a project on the museum crowdsourcing site Notes from Nature that brings together collections records from a number of museums, and asks digital participants to transcribe handwritten catalogue labels and ledgers.

In addition, there are popular ‘third-party’ crowdsourcing websites that the museum and heritage sector are able to use, including Historypin, which asks the public to ‘pin’ historic photographs onto an interactive map; and Wikipedia, the online, crowdsourced encyclopedia.  Both of these run independently from any specific museum projects, but can be used by museums to harness the power of the crowd in achieving certain research and engagement aims.  Wikimedia (who run the Wikipedia website) are especially open to working with the sector, and have a variety of options in place, as is demonstrated on their Cultural Partnerships page.

Crowdsourcing, participation and learning

Crowdsourcing in this context is about community participation and community contribution, it is also about getting things done that will ultimately further any institution’s broader engagement aims and objectives.  This means that crowdsourcing is also about learning. It may not have pre-defined learning outcomes in itself, but participants are inevitably learning something in the course of performing the actions required to make a contribution.  Additionally, and perhaps more importantly, crowdsourcing also benefits any organisation’s end-users, by providing research or by making collections and collections-related knowledge more accessible.


Finding out more

If you would like to find out more about crowdsourcing, including more examples, case-studies and discussion, try some of these links:

  • This academic paper from the Museums and the Web conference in April 2013 looks at defining crowdsourcing, as well as examining some prominent case-studies.

  • This Museums Practice article is only available to members of the Museums Association, but offers some good discussion on the subject.

  • This blog post from the London Museums Group in August 2013 also offers useful links and advice.

  • This post written in 2011 on the blog The Museum of the Future still rings true, and provides some useful advice for those considering embarking on a project.

  • Crowdsourcing The Museum was a session I ran at the GEM conference in September 2013 as an introduction to the subject – this blog documents some of the discussion and case-studies from that session.

There has been a great deal written about the subject of crowdsourcing as it relates to the cultural sector, and many of the articles above will be able to direct to numerous other sources and discussions. Please post in the comments below if you know of any other projects or sources of information relating to crowdsourcing…

Twitter Surgery

If you would like to discuss any points raised in this post or if you have any questions on the subject of crowdsourcing, members of the DLNET committee will be running a Twitter Surgery on the subject on Friday 14th February from 12.00pm until 2.00pm. Follow @DLNET or use the hashtag #dlnetsurgery to get involved. Alternatively email your questions to or post them in the comments below.

Welcome to our new membership structure, surgeries and more

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Martin Bazley

Hi and welcome to the January blog post for DLNET

 We have been busy over the last few months, including reviewing the membership structure and planning the next event.   We are also planning to try out regular monthly ‘surgeries’.   Please let us know what you think.


 Next event:  Formal Digital Learning Resources in Gallery, Online and in the Classroom 4 April 2014 at Museum of London

 This one day event will feature:

 • What Teachers Want: A session with primary and secondary school teachers

 • Case studies of best practice in Formal Digital Learning Resources, including:
From inception to delivery: Museum of London web resources for teachers and students by Ally Davies – Online Learning Manager, Museum of London

 The full programme will be available shortly at


 New: Monthly surgeries

As a new way of helping people benefit from sharing of ideas and best practice, we are planning to host a surgery every month.  Initially at least we will hold surgeries during lunch break to make it easy for people to take part.  

 The first surgery will be Twitter-based, in February.  The focus is likely to be based on our February blog post ‘Crowdsourcing the Museum’.

 If you have a question or suggestion for a topic you would like addressed, tweet us @DLNET or email

 We are intending to try out various ways of hosting the surgeries, including

 Please let us know whether you like the regular surgeries idea, and if you have any suggestions we would love to hear from you.  


New membership structure

We have reviewed our membership to improve our offer.  Here are the ways you can become a member of DLNET:  


Subscriber (FREE)

To be a subscriber to DLNET simply follow us on Facebook or Twitter, or join our Email discussion lists. You will be able to:

  • Participate in discussions through the email list or social media
  • Raise topics for discussion
  • Participate in DLNET research


Individual Member (FREE)

Register with us for your FREE individual membership today, and as well as having the same benefits as Subscribers you will also be able to:

  • Get discounts on fees for DLNET events
  • Attend the AGM
  • Propose and second resolutions at the AGM
  • Stand for election as an Officer or Committee Member
  • Vote on DLNET business

Individual Membership is renewable annually.


Organisational Member

Organisations can become members of the network, and will receive the same privileges as Individual members, plus:

  • Nominate up to four representatives from their organisation as members of DLNET
  • Have free attendance for one delegate at a fee paying event each year

Organisational Membership costs just £40 per year and is renewable annually


(The above is taken from our Membership page at


Ways to stay in touch with DLNET

As well as our website at we are on Facebook and Twitter

 Please let us know what you are up to.  We always welcome suggestions on how we could do more to support you in digital learning.