İdil Sanat ve Dil Dergisi
www.idildergisi.com
Cilt 9, Sayı 70  Haziran 2020  (ISSN: 2146-9903, E-ISSN: 2147-3056)
Ceren KARADENİZ

NO Makale Adı
1589124930 THE USE OF DIGITAL TECHNOLOGIES IN THE MUSEUM AND DIGITAL PARTICIPATION THROUGH PANDEMIC PROCESS

Under the influence of the digital revolution, museology has been the scene of different and innovative approaches in exhibition design, promotion, distance learning and face-to face education. The museum collections were digitized, and the collection information was presented to the audience through micro galleries, websites and virtual museum applications. Technologies, information operating systems, etc. are used to provide the audience with detailed information, communicate and gain experience in the use of technology. At the core of the use of technology in the museum, the museum aims to provide a diversity of audiences by creating focuses of interest that appeal to different target audiences. Among the fun and easily accessible forms of technology use in the museums are digital games related to the museum, in-museum information systems, digital platforms that enrich the exhibition, etc. is located. These applications, which provide direct access to collection information, are well equipped guides that accompany children and young people in contextual learning processes in the museum. It is important to associate museum technologies not only with museum collections and themes, but also with curriculums, access all of these applications for free, and update them regularly before and after the museum visit during the process in which the relevant topics will be taught by teachers. Many researchers have found that digital exhibitions, games and presentations used in museums make it easier and faster for visitors of different age groups to access the museum. On the other hand, the COVID19 epidemic, which has been affecting the world globally since December 2019, required the museums to meet the audience on digital platforms beyond physical environments; by bringing a period that they had to present their collections and activities to the museum audience in virtual environments, it also made it necessary for the audience to participate digitally in the museum. This study includes examples from digital works of museums that aim to promote cultural, natural and technological heritage, make them sustainable and move them to digital learning environments.

Keywords: museology, digital exhibition, museum technologies, dijital game, digital participation