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Anne Kahr-Højland

Biographic Data

ID317382
NAMEAnne Kahr-Højland
GIVEN NAMESAnne
FAMILY NAMEKahr-Højland
SIGNATUREKAHR-HØJLAND A
VERIFIEDNo
TOTAL WORKS3
TOTAL CITATIONS4
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR1970
LATEST PUBLICATION YEAR2011
H-INDEX1
  • Hands on, mobiles on: The use of a digital narrative as a scaffolding remedy in a classical science centre

    Open Access•Anne Kahr-Højland, Anne Kahr‐højland•ARTICLE•MedieKultur Journal of media and…•2011•Cited by: 1•References: 2

    This article examines an educational design experiment which aimed to support young people's involvement and reflection in the exhibition at a Danish science centre. The experiment consisted in the examination of the design and implementation of a mobile phone facilitated narrative, which was planned as a so-called scaffolding remedy in the hands-on based exhibition. The digital narrative, called EGO-TRAP, was developed using Design-Based Researc…

  • New and innovative exhibition concepts at science centres using communication technologies

    Nana Quistgaard, Anne Kahr-Højland et al.•ARTICLE•Museum Management and Curatorship•2010•Cited by: 2•References: 24

    Will new communication technologies mean the death of science centres – as Bradburne predicted 12 years ago – or are they alive and kicking? If science centres do survive, what role could they possibly play in today's society? What mechanisms underlie the development of science centres? These are the questions driving this article. As a point of departure, we point to an outspoken plea for change at science centres, and a movement away from showi…

  • Brave new world: Mobile phones, museums and learning - how and why to use Augmented Reality within museums

    Open Access•Anne Kahr-Højland, Anne Kahr‐højland•ARTICLE•Nordisk Museologi•1970•Cited by: 1

    This article deals with mobile technologies as tools for learning within museums. Using the presentation of EGO-TRAP – an exhibition which uses mo- bile technologies as the technical platform for creating an Augmented Reality – as my point of departure, I will discuss the advantages of using mobiles as tools for learning in museums. EGO-TRAP may be seen as a first modest step into a new museum paradigm. On the basis of a brief outline of the chan…

  • New and innovative exhibition concepts at science centres using communication technologies

    Nana Quistgaard, Anne Kahr-Højland et al.•ARTICLE•Museum Management and Curatorship•2010•Cited by: 2•References: 24

    Will new communication technologies mean the death of science centres – as Bradburne predicted 12 years ago – or are they alive and kicking? If science centres do survive, what role could they possibly play in today's society? What mechanisms underlie the development of science centres? These are the questions driving this article. As a point of departure, we point to an outspoken plea for change at science centres, and a movement away from showi…

  • Hands on, mobiles on: The use of a digital narrative as a scaffolding remedy in a classical science centre

    Open Access•Anne Kahr-Højland, Anne Kahr‐højland•ARTICLE•MedieKultur Journal of media and…•2011•Cited by: 1•References: 2

    This article examines an educational design experiment which aimed to support young people's involvement and reflection in the exhibition at a Danish science centre. The experiment consisted in the examination of the design and implementation of a mobile phone facilitated narrative, which was planned as a so-called scaffolding remedy in the hands-on based exhibition. The digital narrative, called EGO-TRAP, was developed using Design-Based Researc…

  • Brave new world: Mobile phones, museums and learning - how and why to use Augmented Reality within museums

    Open Access•Anne Kahr-Højland, Anne Kahr‐højland•ARTICLE•Nordisk Museologi•1970•Cited by: 1

    This article deals with mobile technologies as tools for learning within museums. Using the presentation of EGO-TRAP – an exhibition which uses mo- bile technologies as the technical platform for creating an Augmented Reality – as my point of departure, I will discuss the advantages of using mobiles as tools for learning in museums. EGO-TRAP may be seen as a first modest step into a new museum paradigm. On the basis of a brief outline of the chan…

  • Brave new world: Mobile phones, museums and learning - how and why to use Augmented Reality within museums

    Open Access•Anne Kahr-Højland, Anne Kahr‐højland•ARTICLE•Nordisk Museologi•1970•Cited by: 1

    This article deals with mobile technologies as tools for learning within museums. Using the presentation of EGO-TRAP – an exhibition which uses mo- bile technologies as the technical platform for creating an Augmented Reality – as my point of departure, I will discuss the advantages of using mobiles as tools for learning in museums. EGO-TRAP may be seen as a first modest step into a new museum paradigm. On the basis of a brief outline of the chan…

  • New and innovative exhibition concepts at science centres using communication technologies

    Nana Quistgaard, Anne Kahr-Højland et al.•ARTICLE•Museum Management and Curatorship•2010•Cited by: 2•References: 24

    Will new communication technologies mean the death of science centres – as Bradburne predicted 12 years ago – or are they alive and kicking? If science centres do survive, what role could they possibly play in today's society? What mechanisms underlie the development of science centres? These are the questions driving this article. As a point of departure, we point to an outspoken plea for change at science centres, and a movement away from showi…

  • Hands on, mobiles on: The use of a digital narrative as a scaffolding remedy in a classical science centre

    Open Access•Anne Kahr-Højland, Anne Kahr‐højland•ARTICLE•MedieKultur Journal of media and…•2011•Cited by: 1•References: 2

    This article examines an educational design experiment which aimed to support young people's involvement and reflection in the exhibition at a Danish science centre. The experiment consisted in the examination of the design and implementation of a mobile phone facilitated narrative, which was planned as a so-called scaffolding remedy in the hands-on based exhibition. The digital narrative, called EGO-TRAP, was developed using Design-Based Researc…

Exhibition (3 works) · Sociology (3 works) · Art (2 works) · Computer Science (2 works) · Multimedia (2 works) · Museums and Cultural Heritage (2 works) · Narrative (2 works) · Virtual Reality Applications and Impacts (2 works) · Visual arts (2 works) · Artificial Intelligence (1 works)

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