{"title":"The Phenomenon of Learning in a Museum in a Modern Educational Space: Opportunities of Using Smart Technologies","authors":"Oleksiy Karamanov","doi":"10.5817/cphpj-2020-028","DOIUrl":null,"url":null,"abstract":"The article analyzes the peculiarities of organizing learning in a museum in the system of smart education with modern smart technologies aimed at the process of gaining skills and competencies for flexible and adapted interaction with social, economic and technological environment. Smart technologies are emphasized to not only allow creating the effect of presence but also to advance the content sharing, change its quality, and ensure the possibility of communication between all the participants of the educational process. The phenomenon of learning in a museum is viewed in the context of gamification, edutainment, the storytelling technique and the project method. The opportunities of using smart technologies in museums as centres of communication, studying and leisure in the context of a modern knowledge society are defined.","PeriodicalId":40146,"journal":{"name":"Czech-Polish Historical and Pedagogical Journal","volume":"1 1","pages":""},"PeriodicalIF":0.1000,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Czech-Polish Historical and Pedagogical Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5817/cphpj-2020-028","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
The article analyzes the peculiarities of organizing learning in a museum in the system of smart education with modern smart technologies aimed at the process of gaining skills and competencies for flexible and adapted interaction with social, economic and technological environment. Smart technologies are emphasized to not only allow creating the effect of presence but also to advance the content sharing, change its quality, and ensure the possibility of communication between all the participants of the educational process. The phenomenon of learning in a museum is viewed in the context of gamification, edutainment, the storytelling technique and the project method. The opportunities of using smart technologies in museums as centres of communication, studying and leisure in the context of a modern knowledge society are defined.