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.
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
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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
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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
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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
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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
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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
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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
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11. TonicMinds2014
Task-based learning
Borrowed from foreign language
learning
Three categories of tasks were
identified:
◦ Observation tasks
◦ Reasoning tasks
◦ Arcade tasks
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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
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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)
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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
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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
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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
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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
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