This document discusses the potential for educational apps to engage children in learning and to promote museums. It describes how apps can provide interactive, narrative experiences that incorporate multiple literacies and intelligences to deeply engage children. Examples are given of apps for museums that turn them into platforms for non-formal education, cultural content creation and participation, and promoters of cultural products online and offline. The document advocates that apps can help spread culture, values and tourism in an engaging way for families and children.
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
Mobile market research: a new drink or old wine in a new bottle?Merlien Institute
Mobile market research: a new drink or old wine in a new bottle?
Palanivel Kuppusamy - Founder & Chief Executive Officer - iPinion Surveys
Understanding the biggest value of mobile market research. Appreciating the possibilities of engaging with customers through various channels. Understanding why mobile market research is becoming a major tool in the research tool kit. Discussing how mobile market research is shaping the future of research.
2013 trendleri neler?
Beklentiler neydi ve bu trendlerin ne kadarı gerçekleşti?
Bu hafta paylaştığımız araştırmada bu soruların yanıtlarına ulaşabileceksiniz...
İyi okumalar...
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
Mobile market research: a new drink or old wine in a new bottle?Merlien Institute
Mobile market research: a new drink or old wine in a new bottle?
Palanivel Kuppusamy - Founder & Chief Executive Officer - iPinion Surveys
Understanding the biggest value of mobile market research. Appreciating the possibilities of engaging with customers through various channels. Understanding why mobile market research is becoming a major tool in the research tool kit. Discussing how mobile market research is shaping the future of research.
2013 trendleri neler?
Beklentiler neydi ve bu trendlerin ne kadarı gerçekleşti?
Bu hafta paylaştığımız araştırmada bu soruların yanıtlarına ulaşabileceksiniz...
İyi okumalar...
Google Quality Score Workshop: How to Raise Your Quality Score and Increase t...Bob Dirkes
In this Google Quality Score workshop, learn how to raise your Quality Score so that you can pay less for higher ad positions. Topics include improving your click through rate, ensuring the relevancy of your ad copy, keywords and landing pages and building quality history.
From R&D+i to the Market: The PlayVisit Case Study - Gamification Europe 2018PlayVisit
PlayVisit is a powerful authoring tool to create gaming experiences in the real world, through the use of geolocation technologies and Big Data. PlayVisit has been created based on the BEACONING R+D+I project (H2020).
Pau Yànez tell us about the PlayVisit project, the scientific framework behind the project and how it is disrupting the education and tourism markets.
Google Quality Score Workshop: How to Raise Your Quality Score and Increase t...Bob Dirkes
In this Google Quality Score workshop, learn how to raise your Quality Score so that you can pay less for higher ad positions. Topics include improving your click through rate, ensuring the relevancy of your ad copy, keywords and landing pages and building quality history.
From R&D+i to the Market: The PlayVisit Case Study - Gamification Europe 2018PlayVisit
PlayVisit is a powerful authoring tool to create gaming experiences in the real world, through the use of geolocation technologies and Big Data. PlayVisit has been created based on the BEACONING R+D+I project (H2020).
Pau Yànez tell us about the PlayVisit project, the scientific framework behind the project and how it is disrupting the education and tourism markets.
Behzad Joze Hashemian's presentation Digital Storytelling, Crowdsourcing and Science Education for International Research and Training -symposium, August 29, 2013.
The Pedagogical Potential of Augmented Reality Appsinventionjournals
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
The "Digital storytelling" module is focused to adults learners interested in exploring the possibilities of managing multimedia tools of hight level. This module brings users the opportunity to learn how to create a 3-5 minutes video in a professional way
This module is part of a set of materials designed and developed in the project Telecentre Multimedia Academy (Lifelong learning - Grundtvig (2012-2014)) project.
The Telecentre Multimedia Academy is a project where Fundación Esplai worked with a consortium of 8 partners from Croatia, Latvia, Lithuania, Romania, Serbia and Hungary, whose coordinator is Telecentre Europe.
You can learn more about the Telecentre Multimedia Academy project in:
http://fundacionesplai.org/e-inclusion-internacional/tma/
Reinventing VUI_Joy Of Learning (Master Thesis Dossier)Tarka Patil
Personal Research Project - IED Barcelona
This is the thesis research dossier for the Master Jury at IED Barcelona. It includes the detailed journey of my research in understanding voice user interface, exploration of the problem area with users, uncovering the user insights and innovative solution to tackle the user problems discovered.
‘Joy of Learning’ was the outcome of the project, which is an ideal solution for families to help them reduce screen time by using a virtual assistant that provides playful content and a healthy learning experience.
It was conceptualised after Interviewing 15+ families to understand the usage of smart home assistants and day-to-day pain points of parents with their kids’ well being and development.
It also demonstrates a B2B2C business model created by following design thinking, lean canvas model, minimum viable product design, customer value proposition.
For more information please visit:
https://www.behance.net/gallery/76209333/JOY-OF-LEARNING
Building Intelligence: How Data + Storytelling is the Ultimate Act of CreationGunther Sonnenfeld
Innovative methods and use cases for developing story-driven platforms that comprise various uses of data, content and media. Considerations for revenue opportunities and scale. Heavy emphasis on co-creation with audiences and stakeholders, and how we can enable people to participate in meaningful ways. Real tools, real methods, real examples!
Can Bilingual Education Apps Bridge the Digital Divide?LiveTiles
In today's digital world, children are often exposed to devices such as smartphones and tablets during early stages of development. Here is how education applications can encourage learning in children.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Honest Reviews of Tim Han LMA Course Program.pptxtimhan337
Personal development courses are widely available today, with each one promising life-changing outcomes. Tim Han’s Life Mastery Achievers (LMA) Course has drawn a lot of interest. In addition to offering my frank assessment of Success Insider’s LMA Course, this piece examines the course’s effects via a variety of Tim Han LMA course reviews and Success Insider comments.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
2. “…the adults of tomorrow may
need to think more like children
”
Institute for the
Future
Kids are in some ways ideally
prepared to deal with change,
and may have more to say and
more power to influence the
world than at any other time in
history.
3. “GAMIFY”
“Through immersive,
interconnected, and dynamic
narratives, transmedia
engages multiple literacies,
including textual, visual, and
media literacies, as well as
multiple intelligences. It is
highly engaging and allows for
important social sharing
among collaborators”.
¿GAME WITH PURPOSE?
¿SERIOUS PLAY?
ENGAGEMENT!
The Joan Ganz Cooney Center
4. 2
IDEA
1
3
Forecast 1: Amplifying the Classroom
Forecast 2: De-occupy the Classroom
Forecast 3: Computational Thinking as New Math
VIRTUAL EXPERIENCES
SELF-LEARNING
CHILDREN CODIFYING
5. APPS-ADVENTURE
FOR MUSEUMS
The Museum as:
- Non-formal education center
- Content platform, creation and
participation
- Promoter and diffuser of cultural products
on-line and off-line
Our blog:
www.socialmuseum.net
6. Games category apps are less expensive
than Education category apps
Games category apps
Education category apps
$ 1.65
$ 2.41
In the Games category,
app price decreases
with target age.
Interestingly, an opposite trend
is seen within the Education
category, where the price of a
child’s app increases with age.
Carly Shuler, Summer 2012
The Joan Ganz Cooney Center at Sesame Workshop
iLearn II: An Addendum
An Analysis of the Games Category of App
7. OBJECTIVES
Contribute to a better education through an app that
actively involves children in exploring, understanding
and interpretation of reality.
We demand the exploration and non-formal learning
in which families are increasingly concerned.
Spreading the culture and landscape values and
tourism between the children and families, especially
the public potentially visitor.
The ARG or Alternate reality games are
interactive narrative that uses the real
world as a platform and transmedia
techniques used to convey a story that
can be altered by the ideas or actions of
participants
8. We had been working in childfriendly productions for
years and we started to collaborate with the Naval
Museum to develop the kids educational program, and
thought of different ideas to make the museum even
more engaging, a big chance since it has a wonderful
collection that includes the first map of America ever
drawed.
This was our first achievement, create a brochure for
children, and then convert it into an app. Samsung
believed in us and thanks to this, we launch this
application.
As the 2012 Museums & Mobile Survey points, almost
all museums in USA are thinking in making an app.
One of the relevant aims is to attract visitors. And it´s
been proved that digitalization and virtual visits have a
translation in visitors (something crucial for the
touristic sector in Spain but even in around all the
world).
On the other hand there´s a growing concern for
education and with the idea that families should be
more involved. Educational apps help parents to
motivate their children and themselves.
Segmented apps for kids and families in museums
and cultural destinations. It will substitute many paper
brochures, treasure hunts, audioguides for kids, since
the "bring your own device" culture is growing. But
mainly it will be a opportunity for new ways of
communicating with the institution and to engage.
We understand the potential of non-formal
education will have in the next years and the
role of museums as content platforms.
We also plan work with scientific
projects, and make it easier to kids.
11. App "Chronos, adventure in the
Naval Museum", published in
Samsung Store.
For almost one year we will follow up and
the necessary updates to their optimal
functioning.
A selected project
and sponsored by :
t
12. What we offer
Enh
a
crea nce
t ivit y
Co-creation.
Children create their own
drawings or pictures
Segment
customers
and boost it
sibility
acces
Easy
It is much more affordable
access information without
being physically in her space
Comfort
& utility
n Cu
esig
D
infostomize
g
rma d
nkin
thi
tion
Inform
ation
zed
li
a
o n d e ma
on ic
nd
ers us
P
m
Tailor made apps pushing projects
from the beginning,
Researching each topic and adapting
creatively to the appropiate target
n
ttentio
A
s
to detail
informat
ion
fluency
Technology
st generation
la
14. PORTABILITY
Multiplataform, fully responsive.
We work with a framework that allows us to create
native apps for both Android and iOS with a single
development.
All designs are customizable to different resolutions
and screen. Mobile and tablets
That way you get almost 95% of market Apps devices
running at optimal performance and reducing
production costs to a minimum
Software firms: Corona SDK, Unity
15. Our methodology
AN APP, TWO USES:
INSIDE AND OUTSIDE
OF THE MUSEUM
CREATE, PLAY, SHARE:
LEARN
AUGMENTED REALITY
16. What is the
purpose of
the museum
mascot?
TRANSMEDIA
NARRATIVE
The piece that becomes pet naturally do more or less favored
by the institution, becomes, or so intended, in one of the
biggest attractions of the museum a key part of your marketing,
self image and around a pivot which many activities.
The next step and grow fond familiar with them is to call them
by a name. Usually give a festive atmosphere, with high
semantic and attractive for young audiences and or families.
17. CHARACTERS
Empathize with children by creating
custom character
Personages with charisma, with a proper
history
Visually attractive characters who
make the games more friendly to our
target
A partner in the adventure
18. coming soon…
Tourism guides for childrens (6-12
años) and families
Information and games, all in one
To promote values as the friendship
and the work in team, to encourage
the curiosity
To know places of an interactive form
19. Points for improvement
1. Marketing Strategies
:
offering also
•Work and find Sponsors and offer them
advertising
Digital curator
•Free with iAds:Publicity online refered to the
target (family, childs), brands and places related
to kids
•Intagrate InApp purchases
2. We are developing our own
technology to work with museums
more efficiently to provide information
services in a much faster, cheaper
and efficient way without neglecting
our style and we are specialized
target
eality
Augmented R
Games
New social ne
tworks
m
Microsites the
atic
20. 3. We'll use the best technology
to measure audience; Flurry
1. Menu Audience:
It let us know what our real user
Age, Gender, location,
language ...
2. Menu Usage:
We can know how many unique
users have, which are playing at
the moment, how many times
users have played (a kind of
average), where each session
lasted gambling, frequency of use,
which have been more successful
versions, etc. .. .
3. Menu User Adquisitions:
purchases within the App or inApp Purchases ...
21. 4.-Menu Technical:
6.-Menu Manage:
Knowing what devices are
connected (iPad, iPhone, 3, 4,
5, Samsung, LG, etc ...), from
which service provider (Ono,
Orange, Telefonica, ...) with
which version IOS7, Android
4.1, Andorid 4.2. ..
Managing different versions of
the App we have (if published
distinct and different users
have installed, permissions
they have, alerts, etc ...
5.-Menu Events:
Events defined by us in the
program. When you enter
screen1, Screenname3,
Screenname3 ... when they find
the element of Game 1
7.-Menu Errors:
If the app crashes (for
whatever device runs out of
battery in the middle of the
game, you drop the
phone ...), you can control
and find out which versions
are hung and why. They can
help you discover
incompatibilities and
problems.
22. In that we have improved the
situation of the museum
According to Distimo the application was for several weeks in the top
10 most downloaded apps cultural children nationwide
Each time we are re-done workshops with the pet Telmo the
application re-download as well that receives a mutual feedback
The museum is known for being stagnant and being at the forefront of
new technologies have been given a breath of fresh air that attracts the
public
They have improve their performance in front of an audience
accustomed to changes
Attract audiences and specially the young ones, who they fear won´t
engage with their contents through traditional channels.
Our apps help them to fill the gap
They are educating in a playful way
23. In that we have improved our situation
Our app has been selected by 3dwire to opt RTVE
Interactive Award to App Most Innovative Project granted
by the Interactive Media department RTVE ( A National
TV in Spain), where the selected project can be submitted
to be presented to RTVE Interactive Direction
We associate our brand with a great reputation entities
Since then, several companies have entrusted their
projects as the CNIO, oncological research center,
to jointly develop a project for Apps
Our application has been recommended some national
media. It give us visibility
24. Presence in press
And even our mascot Telmo and the
app “Chronos”, has led to recommend
the museum as between one of the 5
best places in Spain to visit for kids
and families.
“'Chronos - Naval Museum' stands for grouping
in the same app features like the educational
value and fun. The developers of this
application have managed to capture an
entertaining game, with a theme that engages
and technical development really good.
Different tests of skill and knowledge,
informative texts, puzzles, drawings and
computer graphics, ... And all without neglecting
the visual aspect that stands out from the user
launches the app for the first time”.
http://www.europe-samsung.com/smsdev/Home/Articulo/121
Our application has been
recommended in various
media
“The first thing to do would be to create a
profile to be able to enroll as a member of the
crew. One of the first activities that make the
user experience on this application something
truly immersive and entertaining .
Its handling is really simple and involves the
user's attention, but without be slightly
difficult. In short, a highly interactive
application to entertain the children while they
learn about the exploits and achievements
that can be found in the Naval Museum.”
http://www.tuexpertoapps.com/2013/06/19/conoce-el-museonaval-con-este-cuento-para-dispositivos-samsung/