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“…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.
“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
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
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
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
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
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.
OR M
PS F
AP

U

UMS
SE

TOURIMS APPS
EDU
CAT

Wunder
kammer
presents

I VE

S AP
PS
App Most
Innovative
Project
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
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
TOURISM
HISTORY

FULLY
RESPONSIVE

ART
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
Our methodology
AN APP, TWO USES:
INSIDE AND OUTSIDE
OF THE MUSEUM

CREATE, PLAY, SHARE:
LEARN

AUGMENTED REALITY
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.
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
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
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
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 ...
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.
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
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
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/
www.wunderkammereditorial.com

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Wunderkammer Prototype

  • 1.
  • 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.
  • 9. OR M PS F AP U UMS SE TOURIMS APPS EDU CAT Wunder kammer presents I VE S AP PS
  • 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/