• Share
  • Email
  • Embed
  • Like
  • Save
  • Private Content
iDiscover - The Use of Games to Enhance Cultural Heritage Experiences
 

iDiscover - The Use of Games to Enhance Cultural Heritage Experiences

on

  • 462 views

 

Statistics

Views

Total Views
462
Views on SlideShare
462
Embed Views
0

Actions

Likes
2
Downloads
3
Comments
0

0 Embeds 0

No embeds

Accessibility

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

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

    • Universiteit Hasselt - Expertise Centrum voor Digitale MediaProvinciaal Gallo-Romeins Museum – Provincie Limburg
    • 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
    • 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 visitorexperience
    • The success of games to engageaudiences
    • The success of games to engageaudiences
    • The success of games to engageaudiences
    • The success of games to engageaudiences
    • The success of games to engageaudiences
    • The success of games to engageaudiences
    • iDiscover frameworkConceptual framework to situate the desiredcultural heritage experience. Which technologiesare needed to suit a specific target audience,(museum) environment, context of use,… ?
    • ARCHIE museum game
    • ARCHIE museum gameTarget 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 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)
    • Park Explorer Middelheimmuseum- Lightweight game: “art radar”, hints and wild cards- Extra reward: hidden places in the park
    • 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)
    • 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