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iDiscover - The Use of Games to Enhance Cultural Heritage Experiences
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iDiscover - The Use of Games to Enhance Cultural Heritage Experiences

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  • 1. Universiteit Hasselt - Expertise Centrum voor Digitale MediaProvinciaal Gallo-Romeins Museum – Provincie Limburg
  • 2. iDiscover The Use of Games to Enhance Cultural Heritage Experiences Jolien SchroyenHasselt University - - Expertise Centrum voor DigitaleUniversiteit Hasselt Expertise Centre for Digital MediaMediaGallo-Roman Museum – Province of LimburgProvinciaal Gallo-Romeins Museum – Provincie Limburg
  • 3. 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)
  • 4. Mobile ICT to enhance the visitorexperience
  • 5. The success of games to engageaudiences
  • 6. The success of games to engageaudiences
  • 7. The success of games to engageaudiences
  • 8. The success of games to engageaudiences
  • 9. The success of games to engageaudiences
  • 10. The success of games to engageaudiences
  • 11. iDiscover frameworkConceptual framework to situate the desiredcultural heritage experience. Which technologiesare needed to suit a specific target audience,(museum) environment, context of use,… ?
  • 12. ARCHIE museum game
  • 13. ARCHIE museum gameTarget group: youngsters,during school visits- Interested in multimedia, games, hands-on activities, experience and explore- Social interaction
  • 14. ARCHIE museum game- stimulates interaction between youngsters- encourages interaction with the museum- tailors the presentation to the students’ needs
  • 15. ARCHIE museum game- stimulates interaction between youngsters- encourages interaction with the museum- tailors the presentation to the students’ needs
  • 16. ARCHIE museum game- stimulates interaction between youngsters- encourages interaction with the museum- tailors the presentation to the students’ needs
  • 17. ARCHIE museum « game »- Learn by playing- Training skills, built-in learning curve- Rich graphical design- Relive specific episodes from local history
  • 18. 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
  • 19. 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
  • 20. 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
  • 21. 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
  • 22. 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)
  • 23. Park Explorer MiddelheimmuseumTarget 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)
  • 24. Park Explorer Middelheimmuseum- Lightweight game: “art radar”, hints and wild cards- Extra reward: hidden places in the park
  • 25. Evaluation and resultsFeedback 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)
  • 26. 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
  • 27. 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
  • 28. Do-It-Yourself approach“In het wiel van Odiel”
  • 29. Do-It-Yourself approach“In het wiel van Odiel”
  • 30. 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)
  • 31. 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
  • 32. contact- Hasselt University - EDM : Jolien Schroyen jolien.schroyen@uhasselt.be