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Glossary term References
Educational Virtual Museum

All VM applications that have been conceived and implemented having in mind specific instructional purposes; these applications have clear and well-defined educational objectives and are directed to a well set up and identifiable target population which possesses definite prerequisites; they are often thought to be used in formal educational settings (schools; Universities, professional training…).

Deliverable 2.1. 2014.
Edutainment Virtual Museum

The term edutainment was used as early as 1948 by The Walt Disney Company to describe the True Life Adventures series. The noun edutainment is a neologistic portmanteau used by Robert Heyman in 1973 while producing documentaries for the National Geographic Society. It was also used by Dr. Chris Daniels in 1975 to encapsulate the theme of his Millennium Project. This project later became known as The Elysian World Project.  To Buckingham and Scanlon (2000) “Edu-tainment”, is a hybrid genre that relies heavily on visual material, on narrative or game-like formats, and on more informal, less didactic styles of address. The purpose of edutainment is to attract and hold the attention of the learners by engaging their emotions through visual stimuli full of vividly coloured animations. It involves an interactive pedagogy and, in Buckingham et al’s words, totally depends on an obsessive insistence that learning is inevitably “fun”. Educational entertainment is any entertainment content that is designed to educate as well as to amuse. Content with a high degree of both educational and entertainment value is known as edutainment. Edutainment is a growing paradigm within the museum community. This approach emphasizes fun and enjoyment, potentially at the expense of educational content (Zühal Okan, 2003) 

B. D. and M., S., That is edutainment: media, pedagogy and the market place. , in International Forum of Researchers on Young People and the Media, Sydney, 2000.
Edutainment Virtual Museum

The term edutainment was used as early as 1948 by The Walt Disney Company to describe the True Life Adventures series. The noun edutainment is a neologistic portmanteau used by Robert Heyman in 1973 while producing documentaries for the National Geographic Society. It was also used by Dr. Chris Daniels in 1975 to encapsulate the theme of his Millennium Project. This project later became known as The Elysian World Project.  To Buckingham and Scanlon (2000) “Edu-tainment”, is a hybrid genre that relies heavily on visual material, on narrative or game-like formats, and on more informal, less didactic styles of address. The purpose of edutainment is to attract and hold the attention of the learners by engaging their emotions through visual stimuli full of vividly coloured animations. It involves an interactive pedagogy and, in Buckingham et al’s words, totally depends on an obsessive insistence that learning is inevitably “fun”. Educational entertainment is any entertainment content that is designed to educate as well as to amuse. Content with a high degree of both educational and entertainment value is known as edutainment. Edutainment is a growing paradigm within the museum community. This approach emphasizes fun and enjoyment, potentially at the expense of educational content (Zühal Okan, 2003) 

O. Z., British Journal of Educational Technology. 2003.
Enhancement of visitor experience

concerns VM applications that provide additional or complementary information to a non-virtual museum

Deliverable 2.1. 2014.
Entertainment Virtual Museum

VM applications that have been conceived and developed for the users’ fun and enjoyment. They nevertheless may convey significant and valuable information on cultural heritage, thus also sustaining informal learning processes

Deliverable 2.1. 2014.
Ethnographic Virtual Museum

A virtual museum concerned with Ethnography and having major collections in Ethnology or Anthropology. More in depth, Ethnography may be defined as both a qualitative research process or method (one conducts an ethnography) and product (the outcome of this process is an ethnography) whose aim is cultural interpretation.

Deliverable 2.1. 2014.
Ex-changeability

possibility of a virtual museum to be exchanged, as a complete set-up or as a specific sub-set (digital content, software, etc.)

Deliverable 2.1. 2014.
Exposition

A mode of communication in which events, monuments, artifacts, customs or beliefs are defined, described and interpreted by a "Sender" who aims at informing and making aware the "Receiver". Exposition may also rely on schematic/conceptual representations via charts, concept maps, ontologies, outlines, etc... The exposition mode of communication also refers to the organized presentation of items displayed in the form of exhibitions (temporary or permanent).

Deliverable 2.1. 2014.

European Union Seventh Framework

V-MusT.net is a Network of Excellence. The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7 2007/2013) under the Grant Agreement 270404.