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Intrigue at the museum: location-based mobile game

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Intrigue at the museum: a Tonic Minds case study proposed at IADIS Conference 2014 held in Madrid. …

Intrigue at the museum: a Tonic Minds case study proposed at IADIS Conference 2014 held in Madrid.
A mobile game developed to enhance the museum experience of Palazzo Madama in Turin.

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  • 1. TonicMinds2014 INTRIGUE AT THE MUSEUM FACILITATING ENGAGEMENT AND LEARNING THROUGH A LOCATION-BASED MOBILE GAME
  • 2. TonicMinds2014 Summary Mobile learning Pervasive learning Gamification Intrigue at the Museum Game mechanics Task-based learning Unobtrusive observations Questionnaires Usage statistics Conclusions 28/02/2014 IADIS - Mobile Learning 2014, Madrid 2
  • 3. TonicMinds2014 A new museum experience  Improving informal learning ◦ Context-awareness ◦ Pervasive learning ◦ Game elements in non-gaming systems  Avoiding threats ◦ Isolation ◦ Distraction by technology LearningMobile Fun 28/02/2014 IADIS - Mobile Learning 2014, Madrid 3
  • 4. TonicMinds2014 Mobile learning “Mobile learning is a form of informal learning where the learner traverses a physical context carrying a personal mobile device which provides learning materials and activities” (Laine et al. 2010)  Mobility is referred to : ◦ The technology ◦ The learner  Museum as an exploration space  Experience can be improved by: ◦ Knowledge of user’s position ◦ Personal and social context ◦ Social interaction 28/02/2014 IADIS - Mobile Learning 2014, Madrid 4
  • 5. TonicMinds2014 Pervasive learning  Pervasive computing : ◦ a network of interconnected, embedded computing devices such as portable computers, wireless sensors, auxiliary input/output devices and servers  Pervasive learning : ◦ m-learning enhanced with intelligent environment and context awareness (Laine)  Museums are ideal informal m-learning environments that can benefit of context-aware technologies 28/02/2014 IADIS - Mobile Learning 2014, Madrid 5
  • 6. TonicMinds2014 Gamification  Motivation  Engagement  Used widely in learning scenarios “Children hate the taste of medicine, even though it is, of course, good for them; so doctors often put it in a cup the rim of which is covered in honey.” Lucretius 28/02/2014 IADIS - Mobile Learning 2014, Madrid 6
  • 7. TonicMinds2014 The location  Palazzo Madama, Museo Civico di Arte Antica – Turin, Italy. 28/02/2014 IADIS - Mobile Learning 2014, Madrid 7
  • 8. TonicMinds2014 Palazzo Madama • Established in 1863 • # of artworks: 70,000 • Surface: 4,000 sqm/4 floors • Collections: 4th-18th century • UNESCO-listed historic building # of visitors per year: 200,000 28/02/2014 IADIS - Mobile Learning 2014, Madrid 8
  • 9. TonicMinds2014 Intrigue at the Museum  A single player game targeting kids aged 7-13  Goal : find a thief in the museum among a set of virtual characters  To find the thief a vast part of the museum must be explored freely ( no predefined path )  The game aims at fostering positive engagement in young museum visitors as a consequence of an enjoyable experience 28/02/2014 IADIS - Mobile Learning 2014, Madrid 9
  • 10. TonicMinds2014 Game mechanics 1. Find a marker 2. Point at it ( localization ) 3. Pay attention to the museum guards 4. Solve the mini games and achieve a “clue card” 5. Try to find who the thief is 28/02/2014 IADIS - Mobile Learning 2014, Madrid 10
  • 11. TonicMinds2014 Task-based learning  Borrowed from foreign language learning  Three categories of tasks were identified: ◦ Observation tasks ◦ Reasoning tasks ◦ Arcade tasks 28/02/2014 IADIS - Mobile Learning 2014, Madrid 11
  • 12. TonicMinds2014 Evaluation  30 young visitors were unobtruvsly observed  Results: ◦ 83 % revealed one or more signals of general engagement ( hunting tags, walking fast …) 56%24% 20% Interaction with the artworks Engaged Indifferent Distracted 73% 27% Peer interaction Yes No 28/02/2014 IADIS - Mobile Learning 2014, Madrid 12
  • 13. TonicMinds2014 Questionnaires - Age of Participants 0 2 4 6 8 10 12 14 16 18 20 6 7 8 9 10 11 12 13 14 15 16 Numberofparticipants Age of participants (years) 28/02/2014 IADIS - Mobile Learning 2014, Madrid 13
  • 14. TonicMinds2014 Questionnaires - II 55 51 32 30 23 21 6 4 3 2 2 0 10 20 30 40 50 60 Interested Enjoying Satisfied Motivated Enthusiast Excited Relaxed Tired Frustrated Bored Demotivated Number of occurrences Adjectives describing players' feelings 28/02/2014 IADIS - Mobile Learning 2014, Madrid 14
  • 15. TonicMinds2014 Questionnaires - III 50 48 36 11 0 10 20 30 40 50 60 Games Tag-hunting Finding the suspect Cultural content Number of occurrences The most appreciated elements of the game 28/02/2014 IADIS - Mobile Learning 2014, Madrid 15
  • 16. TonicMinds2014 Questionnaires - IV 23% 46% 31% Young visitors mainly played... By themselves With adult companions With peers 28/02/2014 IADIS - Mobile Learning 2014, Madrid 16
  • 17. TonicMinds2014 Usage statistics - Time spent playing  ~ 130 visits analyzed  Data was collected anonymously  Almost 66% of the visits last more then 50 minutes 47 82 < 50 min > 50 min 0 5 10 15 20 25 Occurences Game duration in minutes 28/02/2014 IADIS - Mobile Learning 2014, Madrid 17
  • 18. TonicMinds2014 Tasks Success rates 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Observation Arcade Reasoning Task type Total Easy Difficult 28/02/2014 IADIS - Mobile Learning 2014, Madrid 18
  • 19. TonicMinds2014 Conclusions & Future work  Location based mobile games may represent a valuable m-learning resource  The game produced enjoyable explorations of the museum  Cultural content should be more integrated in the game mechanics, in order to maximize the informal learning young visitors are exposed to  Measures on acquisition of factual knowledge  Craft a reacting application that adapts to it’s user 28/02/2014 IADIS - Mobile Learning 2014, Madrid 19
  • 20. TonicMinds2014 Contacts 28/02/2014 IADIS - Mobile Learning 2014, Madrid 20 info@tonicminds.com www.tonicminds.com