The Design of Context-Specific
 Educational Mobile Games
     Jolien Schroyen & Kris Gabriëls
           April 17, M&W 2009
Research projects : overview

- EFRD projects:
   - ARCHIE (May 2005 – August 2008)
   - RITCHIE (September 2008 – August ...
Research projects : overview

- ARCHIE: enhance vistor experience through
mobile ICT
- RITCHIE: expertise centre and demol...
Museums and ICT : basic principles

- ICT in the service of the visitor experience

- Focus on:
   - site/environment
   -...
Museums and ICT : basic principles

A mobile guide which …
  - stimulates interaction between people
  - encourages intera...
Museums and ICT : basic principles

A mobile guide which …
  - stimulates interaction between people
  - encourages intera...
Museums and ICT : basic principles

A mobile guide which …
  - stimulates interaction between people
  - encourages intera...
Museums and ICT : 4 dimensions

- overall framework to situate mobile ICT
applications with respect to 4 dimensions
Museums and ICT : 4 dimensions

- overall framework to situate mobile ICT
applications with respect to 4 dimensions
Museums and ICT : 4 dimensions

- overall framework to situate mobile ICT
applications with respect to 4 dimensions
Museums and ICT : 4 dimensions




     Personalization
    http://vimeo.com/4059566
Museums and ICT : 4 dimensions




    Social Interaction
    http://vimeo.com/4059579
Museums and ICT : 4 dimensions




    Interaction with the
       environment
     http://vimeo.com/4059557
Animation with the support of …



de Koning
Boudewijnstichting
Software Framework
Personalization

• presentation
• content adaptation
Localization

• Localization technologies
  – GPS, WiFi, Infrared, RFID, …
• Granularity
Communication

Groups of interconnected mobile guides
• Voice-over-IP
• Game related data
   synchronisation!
User Centered Design

Take into account
• specific site and content
• user target group

Museum game for youngsters

Invol...
User Centered Design

Target group survey of children aged 12 – 14
years old
  – Strong need for do (hands-on) activities
...
User Centered Design

Demo- and testlab
Workshop

• Activity
   – define your target group
   – translate a museum story into a game concept
   – situate concept ...
Our approach : the ARCHIE case

- Create game concepts that act as good learning
environments
Our approach : the ARCHIE case

- Create game concepts that act as good learning
environments
Our approach : the ARCHIE case

- Enhance the commitment of the players :
identification via personalized avatars
Our approach : the ARCHIE case

- Value the graphical design : tailor design to
target group and museum story (content)
Our approach : the ARCHIE case

- Design for social interaction
contact
-Hasselt University - EDM :   Jolien Schroyen
                              jolien.schroyen@uhasselt.be

         ...
MW2009: Presentation Slides: Mobile Guides and Context-Specific Educational Mobile Games
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MW2009: Presentation Slides: Mobile Guides and Context-Specific Educational Mobile Games

  1. 1. The Design of Context-Specific Educational Mobile Games Jolien Schroyen & Kris Gabriëls April 17, M&W 2009
  2. 2. Research projects : overview - EFRD projects: - ARCHIE (May 2005 – August 2008) - RITCHIE (September 2008 – August 2010) - partners : - Expertise Centre for Digital Media (Hasselt University) - Gallo-Roman Museum (Province of Limburg)
  3. 3. Research projects : overview - ARCHIE: enhance vistor experience through mobile ICT - RITCHIE: expertise centre and demolab iDiscover for (mobile) ICT in culture and heritage - interdisciplinary team -increased attention for communication and dissemination of know-how
  4. 4. Museums and ICT : basic principles - ICT in the service of the visitor experience - Focus on: - site/environment - visitors: target groups - content/messages/collection - interplay between these elements
  5. 5. Museums and ICT : basic principles A mobile guide which … - stimulates interaction between people - encourages interaction with the museum - tailors the presentation to the visitors’ needs
  6. 6. Museums and ICT : basic principles A mobile guide which … - stimulates interaction between people - encourages interaction with the museum - tailors the presentation to the visitors’ needs
  7. 7. Museums and ICT : basic principles A mobile guide which … - stimulates interaction between people - encourages interaction with the museum - tailors the presentation to the visitors’ needs
  8. 8. Museums and ICT : 4 dimensions - overall framework to situate mobile ICT applications with respect to 4 dimensions
  9. 9. Museums and ICT : 4 dimensions - overall framework to situate mobile ICT applications with respect to 4 dimensions
  10. 10. Museums and ICT : 4 dimensions - overall framework to situate mobile ICT applications with respect to 4 dimensions
  11. 11. Museums and ICT : 4 dimensions Personalization http://vimeo.com/4059566
  12. 12. Museums and ICT : 4 dimensions Social Interaction http://vimeo.com/4059579
  13. 13. Museums and ICT : 4 dimensions Interaction with the environment http://vimeo.com/4059557
  14. 14. Animation with the support of … de Koning Boudewijnstichting
  15. 15. Software Framework
  16. 16. Personalization • presentation • content adaptation
  17. 17. Localization • Localization technologies – GPS, WiFi, Infrared, RFID, … • Granularity
  18. 18. Communication Groups of interconnected mobile guides • Voice-over-IP • Game related data synchronisation!
  19. 19. User Centered Design Take into account • specific site and content • user target group Museum game for youngsters Involve the users in the different stages of the design process.
  20. 20. User Centered Design Target group survey of children aged 12 – 14 years old – Strong need for do (hands-on) activities – Strongly experience-driven learning style – Museum as amusement park – Interests: multimedia, games – Like to ‘explore’ – Group together / competition
  21. 21. User Centered Design Demo- and testlab
  22. 22. Workshop • Activity – define your target group – translate a museum story into a game concept – situate concept with respect to 4 dimensions • Timing: – 15 minutes brainstorm in groups – 10 minutes feedback
  23. 23. Our approach : the ARCHIE case - Create game concepts that act as good learning environments
  24. 24. Our approach : the ARCHIE case - Create game concepts that act as good learning environments
  25. 25. Our approach : the ARCHIE case - Enhance the commitment of the players : identification via personalized avatars
  26. 26. Our approach : the ARCHIE case - Value the graphical design : tailor design to target group and museum story (content)
  27. 27. Our approach : the ARCHIE case - Design for social interaction
  28. 28. contact -Hasselt University - EDM : Jolien Schroyen jolien.schroyen@uhasselt.be Kris Gabriëls kris.gabriels@uhasselt.be

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