idiscover - the use of games to enhance cultural heritage experiences
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Universiteit Hasselt - Expertise Centrum voor Digitale Media Provinciaal Gallo-Romeins Museum – Provincie Limburg
Universiteit Hasselt - Expertise Centrum voor Digitale Media Provinciaal Gallo-Romeins Museum – Provincie Limburg
iDiscover
The Use of Games to Enhance Cultural Heritage Experiences
Jolien Schroyen
Hasselt University - Expertise Centre for Digital Media Gallo-Roman Museum – Province of Limburg
iDiscover - background
- EFRD projects:
- ARCHIE: enhance vistor experience through mobile ICT (2005 – 2008)
- RITCHIE: expertise centre and demolab iDiscover for (mobile) ICT in culture and heritage (2008 – 2012)
Mobile ICT to enhance the visitor
experience
The success of games to engage
audiences
The success of games to engage
audiences
The success of games to engage
audiences
The success of games to engage
audiences
The success of games to engage
audiences
The success of games to engage
audiences
iDiscover framework
Conceptual framework to situate the desired cultural heritage experience. Which technologies are needed to suit a specific target audience, (museum) environment, context of use,… ?
ARCHIE museum game
ARCHIE museum game
Target group: youngsters,
during school visits
Interested in multimedia,
games, hands-on activities,
experience and explore
Social interaction
ARCHIE museum game
- stimulates interaction between youngsters
- encourages interaction with the museum
- tailors the presentation to the students’ needs
ARCHIE museum game
- stimulates interaction between youngsters
- encourages interaction with the museum
- tailors the presentation to the students’ needs
ARCHIE museum game
- stimulates interaction between youngsters
- encourages interaction with the museum
- tailors the presentation to the students’ needs
ARCHIE museum « game »
Learn by playing
Training skills, built-in learning curve
Rich graphical design
Relive specific episodes from local history
Evaluation and results
Extensive user tests, in various phases of the design process
Observations, logging of user interactions, questionnaires
Evaluation of : Usability and playability Training of social skills (social interaction) Training of cognitive skills (interaction with
museum environment, interpretation and observation, …)
Learning key messages
Evaluation and results
Museum game does stimulate social interaction and exploration
Humour as a trigger!
Mix of free exploration and (very) focused searching for answers in the museum
Museum game is able to support the learning of key messages
Unaware of their learning
In search for a stimulating challenge for every target group
Evaluation and results
Youngsters very enthusiastic about medium (more fun, cool, clear, modern, less boring, easy,…)
After a one hour museum visit, they still want ‘more’
They like in specific:
Game actions
Searching for objects in the museum
Playing together, in small teams
Handheld museum games as a way to increase attractiveness of museum visits for youngsters
Evaluation and results
Completely deployed and operational (Fall 2010) as part of the educational programme of the Gallo-Roman Museum of Tongeren
One of the most advanced mobile guides that is currently in use in a real life situation
Advanced, yet very fragile technology
Evaluation and results
Deployment phase often neglected in R&D
Pre-deployment evaluations with ~1000 test users
Intensive real life usage, by school groups and families during school holidays
(100 families in 1 week)
Park Explorer Middelheimmuseum
Target group: youngsters (14-26)
Open air sculpture museum for modern and contemporary art
iPhone + GPS
Stimulate visitors to explore the park + unlock “remixes” made by youngsters
(as part of the Sculpturized!-project < Piazza dell’ Arte)
Park Explorer Middelheimmuseum
Lightweight game: “art radar”, hints and wild cards
Extra reward: hidden places in the park
Evaluation and results
Feedback user testing - Previously hard-to-find
artworks: more accessible - Game element is fun - Extra content is
appreciated - Visitors love the incentive
to explore - Only iPhone ? (available in App Store iTunes)
Do-It-Yourself approach
“In het wiel van Odiel”
Target group: school groups (focus on technical and vocational education)
Two small city museums:
National Museum of Cycling
City Museums of Izegem (industrial history)
Develop an engaging educational programme
Odiel Defraeye as a key figure to explore local history in the first half of the 20th century
Do-It-Yourself approach
“In het wiel van Odiel”
Web-based authoring tool
Students create their own mobile game
Resulting games can be played by fellow students on a smartphone in the museum
Do-It-Yourself approach
“In het wiel van Odiel”
Do-It-Yourself approach
“In het wiel van Odiel”
Evaluation and results
Project launched March 2012
(inhetwielvanodiel.be)
“Light” version for regular museum visitors: play mobile game in the museum (content made by heritage organisation TERF)
Evaluation and results
Students show commitment to create fun, meaningful games
Students immersed in museum content, storyline Odiel Defraeye
Unlocking content in museum by means of searching and scanning QR-codes is fun
Difficulty in matching content to the physical museum environment
contact
- Hasselt University - EDM : Jolien Schroyen
jolien.schroyen@uhasselt.be
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