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Training Social Learning Skills
        by Collaborative Mobile Gaming in Museums
                                          Jolien Schroyen
                                          ACE, December 3-5, 2008


Kris Gabriëls, Kris Luyten, Daniël Teunkens, Karel Robert, Karin Coninx, Eddy Flerackers, Elke Manshoven
tussentitel


    With regard to cultural experiences :
“Traditional museum visits rank among
the top five of ultimate horror for kids”
   (Geert Sels, De Standaard, Febuary 27, 2007)
Training Social Learning Skills by Collaborative
                   Mobile Games
Mobile museum guide to :
- stimulate social interaction and interaction with objects
- offer a personalized museum tour and support the learning process
tussentitel
ARCHIE Framework
Learning in museums – contextual model
                   (Falk & Dierking)




     Museum visit = a personal, interactive experience
ARCHIE - framework
Mobile museum guides for every specific context-of-use
ARCHIE - framework
Mobile museum guides for every specific target group
ARCHIE - framework
Mobile museum guides for every specific target group
ARCHIE - framework
Mobile museum guides for schoolgroups on a field trip
tussentitel
Design for Playful Learning
How to enrich the museum experience of
youngsters ?
Target group survey of children aged 10 – 14 years old

               - Strong need for do (hands-on) activities
               - Strongly experience-driven learning style
               - Museum as amusement park

               - Interests: multimedia, games
               - Like to „explore‟
               - Group together / competition

               Gallo-Roman Museum visitor research (2005)
Designing for the target group

- Target group survey
- Brainstorm session
- User evaluations
- Multidisciplinary team:
  computer scientists, historians, graphic designers, in close collaboration
  with educational staff museum


   Providing a playful, interactive and social learning experience
Inspired by design principles video games …
- Learn key messages by playing
- Gradually developing skills
- Evocative graphical design
Inspired by design principles video games …
- Stimulate group interactions and competition
- „Relive‟ the museum content
Playing ARCHIE …
tussentitel
Evaluation & Results
Evaluation
- Extensive user tests :
   - Trading game: 68 students
   - Farming game: 92 students
   - Roman game: 137 students
- Observations/video recordings and logging of user
  interactions, followed by questionnaire
- 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 museum narrative
Results
- PDA does stimulate social interaction and exploration of
  the museum environment
- Supporting the learning experience
   - 70-75% answer questions concerning key content correctly
   - Differences between school groups
   - In search for a stimulating challenge for every target group
Conclusion
- Youngsters enthusiastic about medium PDA
   - over 90 % like the games (a lot)
   - 85-90% say a PDA as a guide throughout the museum makes a
     museum visit a lot more fun
- Handheld museum games as a way to increase
  attractiveness of museum visits for youngsters
tussentitel
Future Work
jolien.schroyen@uhasselt.be
www.idiscover.be

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Training Social Learning Skills by Collaborative Mobile Gaming in Museums - ACE 2008

  • 1. Training Social Learning Skills by Collaborative Mobile Gaming in Museums Jolien Schroyen ACE, December 3-5, 2008 Kris Gabriëls, Kris Luyten, Daniël Teunkens, Karel Robert, Karin Coninx, Eddy Flerackers, Elke Manshoven
  • 2. tussentitel With regard to cultural experiences : “Traditional museum visits rank among the top five of ultimate horror for kids” (Geert Sels, De Standaard, Febuary 27, 2007)
  • 3.
  • 4. Training Social Learning Skills by Collaborative Mobile Games Mobile museum guide to : - stimulate social interaction and interaction with objects - offer a personalized museum tour and support the learning process
  • 6. Learning in museums – contextual model (Falk & Dierking) Museum visit = a personal, interactive experience
  • 7. ARCHIE - framework Mobile museum guides for every specific context-of-use
  • 8. ARCHIE - framework Mobile museum guides for every specific target group
  • 9. ARCHIE - framework Mobile museum guides for every specific target group
  • 10. ARCHIE - framework Mobile museum guides for schoolgroups on a field trip
  • 12. How to enrich the museum experience of youngsters ? Target group survey of children aged 10 – 14 years old - Strong need for do (hands-on) activities - Strongly experience-driven learning style - Museum as amusement park - Interests: multimedia, games - Like to „explore‟ - Group together / competition Gallo-Roman Museum visitor research (2005)
  • 13. Designing for the target group - Target group survey - Brainstorm session - User evaluations - Multidisciplinary team: computer scientists, historians, graphic designers, in close collaboration with educational staff museum Providing a playful, interactive and social learning experience
  • 14. Inspired by design principles video games … - Learn key messages by playing - Gradually developing skills - Evocative graphical design
  • 15. Inspired by design principles video games … - Stimulate group interactions and competition - „Relive‟ the museum content
  • 18. Evaluation - Extensive user tests : - Trading game: 68 students - Farming game: 92 students - Roman game: 137 students - Observations/video recordings and logging of user interactions, followed by questionnaire - 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 museum narrative
  • 19. Results - PDA does stimulate social interaction and exploration of the museum environment - Supporting the learning experience - 70-75% answer questions concerning key content correctly - Differences between school groups - In search for a stimulating challenge for every target group
  • 20. Conclusion - Youngsters enthusiastic about medium PDA - over 90 % like the games (a lot) - 85-90% say a PDA as a guide throughout the museum makes a museum visit a lot more fun - Handheld museum games as a way to increase attractiveness of museum visits for youngsters
  • 22.