Athens Augmented: Design and Evaluation of Mobile Learning for the Parthenon Galleries

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Presentation for the Engagement in the Galleries session at Museums and the Web 2014 in Baltimore, Maryland. Presented on 4 April 2014.

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Athens Augmented: Design and Evaluation of Mobile Learning for the Parthenon Galleries

  1. 1. Athens Augmented: Mobile learning for the Parthenon sculptures Shelley Mannion @smannion The British Museum #mw2014 April 4, 2014
  2. 2. 18 months 2 projects 1 baby
  3. 3. Celebrating Athens
  4. 4. Porting a traditional worksheet
  5. 5. Gift for Athena
  6. 6. Game play AR Self-facilitated Deliver on strategy
  7. 7. Pediment Frieze
  8. 8. Tested with more than 250 children Informal Frequent Varied techniques Evaluation
  9. 9. What did we learn?
  10. 10. Analogue versus digital: Technology is exciting and motivating, but it comes with problems.
  11. 11. What is the character of your artworks?
  12. 12. Children didn’t like ‘broken’ sculptures. Archaeological fragments in Destination Culture by Kirshenblatt-Gimblett
  13. 13. Where layers were noticed.
  14. 14. Wayfinding: Some clues are more equal than others
  15. 15. Working together Big screen does not mean more users Friendship groups Encourage turn-taking
  16. 16. Gift for Athena: Children liked linear narrative, but wanted freedom in using game elements.
  17. 17. Augmented Reality was ideal, but 3D recognition logistically tricky.
  18. 18. We get to see something in the sculptures that other people cannot see. – Elsie (23 Oct 2014)
  19. 19. 3D recognition complicated by height, position, lighting, crowding.
  20. 20. Challenge of self-facilitation Test to refine wayfinding Separate instructions from content Conceal text and offer drill down for verbal learners
  21. 21. Positive reinforcement from game characters
  22. 22. Main findings Informal testing Contours of the content Effective clues and cues for wayfinding Collaborative working on tablets Using AR in galleries Designing for self-facilitation

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