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1
Designing Mobile Learning
Activities in Museums and
Sites of Culture
Nikolaos Avouris
[Univ. Patras, GR]
2
Archaeological Museum of Thessaloniki, photo Wikimedia.org
Thessaloniki, the castles (photo www.thepixel.gr)
museums
sites of culture
3
Sites of informal learning
- How is learning supported
in such settings?
- How cultural institutions
may support their mission
with use of technology?
4
Existing practices for digital
learning in museums
N.Nikonanou and A. Bounia, Digital Applications in Museums: An analysis from a Museum
Education Perspective (2014)
In a survey of major educational programs in Greek
museums, it was found that …
most digital applications seem to reinforce the model
of passive reception, where museum provides
cultural content and the user is expected to accept
and internalize the knowledge.
Multiple interpretations, individual meaning making,
encouragement of alternative ideas, social interaction
are not encouraged or supported.
5
Learning in Museums
- Learning does not take place through
words in the “shadow of objects” (like in
schools) but through objects (experiential
approach)
- Active participation in meaning making,
knowledge needs to be constructed by the
learner (constructivist approach)
- Learning as Social experience (learning
from each other)
6
Games in Museums
• Games are effective ways to
learn in an informal way both
for young visitors and for adults
• Proliferation of game culture in
modern societies (ludic society)
[ D. Norman,The Future of Education: Lessons Learned fromVideo
Games and Museum Exhibits, www.jnd.org, 2001 ]
7
The audience: living in a
ludic century
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
E. Zimmerman: Manifesto for a Ludic 21st Century
8
Bridge between “High” and
“popular” culture
• Young generations are attracted by
“popular” cultures, like the game culture
• However there is a distance of young
generations from “high culture”, e.g. the
official cultural institutions, monuments,
heritage *
• This gap may be bridged by mobile games
with learning potential
* EC.Access ofYoung People to Culture, Final Report EACEA/2008/01
9
Games as interactive exhibits
Images: http://www.jnd.org/images/
LondonSciMuseum-2for-web.jpg
http://dananderica2010.blogspot.com/
A quiz discussion
table at the London
Science Museum
D. Norman,The Future of
Education: Lessons Learned from
Video Games and Museum
Exhibits, www.jnd.org, 2001
Play the orchestra
conductor at Mozart’s
house inVienna
http://dananderica2010.blogspot.com
10
Location-based mobile games
11
Location-based mobile games:
moving about in the site
• Multiplayer games that take place in an
extensive space.The action is affected by the
players’ location.The game involves
embedding location specific and contextual
information in physical spaces, so to create an
interlinked physical and digital space .This is
achieved through the use of mobile devices,
wireless and sensing technologies.
• Alternative terms used are hybrid reality games (emphasis in the
interlinking of physical and digital realities), augmented reality games, or
pervasive games (emphasis on the extension of game in temporal, spatial
and social dimensions).
12
Hybrid game spaces
Physical space
Game
space
13
Hybrid game spaces
Physical space
Game
space
Virtual (Digital)
space
14
• QR codes/ NFC scanning
• Image recognition
• Gestures
• Location-based instructions
encoding
Intra-spaces connections
15
Intra-spaces connections
NFC (Near Field Communication)
Source: Google Goggles at the Getty
Museum (Youtube)
http://amt-lab.org/
QR codes
Image recognition
16
Scan an image
Invaders Zone usingVuforia
framework
Gesture-based
interaction
Source: Rexplorer(Youtube)
Intra-spaces connections
17
Location-based instructions encoding
for progressing narration
http://www.whaiwhai.com/en
Ruyi from whaiwhai
Intra-spaces connections
18
Primitive player actions
The players - through a mobile device -
perform actions (selection of an item, reply to
a quiz, etc.) that affect the state of the game.
The context of actions in game & physical
space, and the player identity, give meaning to
the actions.
e.g. proximity of two players may allow some
possible interactions between them, based on the
fact that they belong to the same or competing
teams.
19
Examples of actions meaning
• Collecting a piece of information
• Unlocking next part of a story
• Receiving further instructions
• Replying to a question (part of a puzzle )
• Linking objects (action as part of a sequence)
• Transporting “virtual objects” between
positions (action as part of a sequence)
• Modifying the state of an object, i.e. locking
or unlocking it
20
Location-based mobile games
examples
MuseumScrabble
BenakiMS
CityScrabble
Invisible City
Invaders Zone
21
MuseumScrabble
22
MuseumScrabble
link exhibits to themes/concepts
http://hci.ece.upatras.gr/museumscrabble/
23
MuseumScrabble
Hints
Links
(exhibit
description)
24
MuseumScrabble
Design rationale
MuseumScrabble is based on the idea of the
popular Scrabble word game. In Scrabble,
the aim is to arrange tiles (letters) in
meaningful sequences (words).
In MuseumScrabble, the letters have been
replaced by exhibits to by arranged in
topics.They can be linked using hints.
25
From a board game to
location-based game
• A topic is a concept or field of knowledge or
category, related to parts of the museum
collection or the themes of the museum.
Examples are geography, feminism, religion, art
etc.
• Each topic contains several hints. A hint is a short
sentence that can be applied to exhibits in the
museum related to the topic.
• The challenge to the players is to link an exhibit to
a relevant topic by discovering which exhibit fits
the particular topic-hint pair in a meaningful way.
Evaluation of MuseumScrabble: [Sintoris et al. 2010]
26
Playing MuseumScrabble: findings
• The game was designed with a top-down
strategy in mind, where the players pursue
their goal by selecting a topic, searching for
objects of interest, creating links and so on.
• However, some of the players switched to
bottom-up strategies, first scanning an
object and then flipping through the topics
searching for a hint that can be used in a
meaningful link.
Based on Sintoris et al. 2012, evaluation of MuseumScrabble
27
MuseumScrabble: factual
information- disconnected objects
Exhibits as cut
out letters
(Yiannoutsou et al, 2012)
28
Visual vs cognitive hints: preference
to visual hints that were consumed
faster in the first part of the game
Preference for visual keys
29
Invisible City:
Rebels vs Spies
30
Invisible City:
Rebels vs Spies (RvS)
www.invisiblecity.gr
Inspired by: Mafia game,
aka Night in Palermo,Werewolves...
a social game of trust,
deception, observation and
performance
http://hci.ece.upatras.gr/images/Papers/j62_sintoris_et_al_2013.pdf
31
tasks and game activity are
spread in the city
Expanding the concept
Invisible City:
Rebels vs Spies (RvS)
32
A leader is selected, then the leader
assigns missions to the players and
becomes a normal player.
Some missions are critical, some are
not.
If a critical mission fails, the round
goes to the spies
Invisible City:
Rebels vs Spies (RvS)
33
Spatial expansion
From the room →To the city
Locations are spread out
Players cannot observe each other
Backstory for the action (rebels, spies)
Situated play and contextual knowledge
Incorporate historical (factual) information
Engagement through physical involvement
Integrate a coherent narrative
Expanding the concept
Invisible City
34
[ Extract 1 ]
R. Did you learn something about the city that
you didn’t know before playing the game?
A:We didn’t know any of it…. it was all new.
S:Yes, everything was new ….
M: …. we walk every day by these sites but we
had no idea of all these things about them
Invisible city findings:
Familiar places seen
through a new perspective
35
[ Extract 2 ]
R: So, what would you say that you learned?
S.That the church of Pantocratoras was an ancient
temple before.
M: I was impressed with the information about the
Mayor (information about an ex Mayor during the
period 1949-1967)
Invisible city findings:
The historic layer
36
[ Extract 3 ]
R: Do you think that the game would be useful for
a visitor who doesn’t know the city?
A:The game is not about “getting to know” the
city, it is about “discovering the city”. The game
is not designed for a visitor who wants to learn
the main sites of this city are.The questions are
about discovering the invisible city- things that
were hidden and not obvious when you look at
the buildings for example.
Invisible city findings:
Visitors vs locals learning
37
Invisible city findings:
Selective attention
[ Extract 4 ]
R: Did you have the chance to look around when
you were playing?
K: I knew the surroundings more or less. ….
Engaged in the game activity, they missed the
no-game related activity
38
Invisible city findings:
Fragmented experience
• More interesting were the meeting
points where all players gathered than
executing the tasks when learning about
the city takes place.
• Tasks interrupted by city events
• Tiring experience
39
Taggling
40
Mobile Learning in a Museum:
at the Macedonian Museum of
Contemporary Art (MMCA)
Hands on experience
This afternoon at 7:00 pm
Taggling
41
Taggling
Players are given
sets of tags that
need to untangle
by placing them
to the
corresponding
artwork
42
Taggling
Action: tags attached and
moved between exhibits
43
Taggling
Guided group
discussion on the
tags- exhibits
relations
Exploring these
relations,
rediscovering art
44
On designing
mobile games
45
Designing for-with culture sites
• Design in respect to the organization.
Technology embedded smoothly to the ecology
• Design for engaging the users, or viewing the
exhibits vs “playing with them”
• Design for unobtrusive presence. Not to isolate
the visitors.
• Design for enriching interaction between the
museum end the user
• Design for collaboration between users
46
Viewing vs Playing : situating
exhibits in the context of a game
The difference between viewing and
playing with the exhibits would be
something like learning geometry for
knowing it or learning geometry
because you need it to construct
something (Papert 1993).
Yiannoutsou et al. “Playing with” vs “Viewing” museum exhibits: designing
educational game-like activities mediated by mobile technology (2009)
47
Design decisions
• Types and strength of links physical-to-digital
i.e. One to many, Paths: A is linked to B, then to C
etc,Thematic lists: linking concepts to objects
• Content: selection themes and objects
– Selecting the places of the site that will become
part of the game – analyzing them according to
the structure of the game and the site narrative
• Rules: how you win points, what to do next, when
do you win (score)
• Events (surprise elements, dangerous zones etc)
48
Design guidelines
49
Collaborative study of U.Patras and
U.Bari 2010-2011 (networkTwinTide)
• Followed a ‘case study methodology’ of
analysis of published papers of 3 mobile
games
• Identified game design issues (317 issues)
• Through focus group analysis the issues were
reduced to 94 related to design of location-
based games and learning
• Card sorting techniques for grouping the
issues in 5 design dimensions
50
Design Dimensions (Ardito et al. 2011)
• Game General Design, which refers to issues related to the
overall game design process;
• Control/Flexibility, which is a basic dimension of system
usability, that with respect to the games considered in this paper, also
refers to helping players to be aware of the effects of their choices on
the game execution;
• Engagement, which informs on how to provide an experience that
captivates the players, by providing hints on how to structure the
game, which tools to adopt, etc.;
• Educational Aspects, which informs on interweaving of
learning content into the game context, so that the game can have a
valid learning influence on the players;
• Social Aspects, which concerns the interaction among the
players, role allocation etc. (the underlying assumption is that social
activity, e.g. competition, can act as a motivational factor).
51
4.1 Design guidelines /
educational aspects
Consider to include a pre-game
activity to prepare players (e.g.
some lessons in classroom
explaining the historical context
in which the game is set)
52
4.2
Game should emphasize either
vertical or horizontal exploration
of a place/topic, i.e., deeply
exploring a limited space (or few
objects or a specific topic) vs. more
superficially exploring a broad
space (or many objects or several
topics)
53
Balance between competition
and knowledge acquisition.
Too much competition may have
a negative impact on knowledge
acquisition
4.4
54
Include a debriefing phase after
the game to allow players to reflect
on the game experience.
Design it as an individual/
collaborative game/activity that
supports players to clarify and
consolidate the game experience
4.5
55
Open Design Patterns
An open repository of design knowledge for
location-based games
Similar to: Pervasive Games Design Patterns
Davidsson, Peitz, & Björk, 2004, Björk &Peitz, 2007
Game Ontology Project (Hochhalter, Lichti, &
Zagal, 2005)
hci.ece.upatras.gr/pompeiigame/
56
Pompeii Game
DesignWorkshop
• The task is to design a game for the
archaeological site of Pompeii, given
design material and a design framework
• Objective is to observe design activity of
different design groups and deduce
common design patterns for this class of
games
57
The Pompeii DesignWorkshop
58
Pompeii Design Workshop: theWorksheet
The objective
What is the aim of the game? What
will you explain to the players that
they have to do? How will the player
know about success?
The rules
What are the basic rules? How are
they guide the game to the end? Are
there roles? Is there a narrative?
Use of tools & technology
How will the mobile will be used? As
information screens, communication,
barcode scanners, GPS, maps, radar,
compass, flashlight...?
Mechanisms
How are the rules enforced? How is the
game paced? Is there immersion in the
atmosphere of the game?What about
player communication? Awareness of the
actions of the other players? Competion?
Cooperation? Deception?
Location and real-world objects
How are they involved in the game?
How are the players interacting with
them?
Behaviors and aesthetic result
How do you expect the game to
evolve over time? How will the players
feel playing it?
59
32 game designs were produced in 6
workshops in 4 different countries
Zakynthos, GR :
Summer School
onTechnologies
for Cultural
Heritage
60
Design workshops
Pecs, HU,
Erasmus IP on
cultural heritage
management
61
Using design patterns
• Using it as a checklist
• Getting new ideas
• Refining an initial idea
• Checking old solutions to new
problems
• Relating structure of the game to
game elements
62
Participatory
design
63
Players as Designers
• Contributing content
• Modifying game elements
• Using existing design patterns
–Previous design knowledge is re-used
in new design problems
64
Learning through participation
in design
• Active –constructive learning (users: co-
creators of new ideas, knowledge and
products, public meta-artifacts)
• Rich learning opportunities: analysis and
synthesis around the city space and the
spatial content that is going to be integrated
in the game
• Ownership of information
65
Support for participation
in game design
Sintoris, et al. 2014
(e.g. a school teacher can
design a specific version
of the game for a school
visit)
66
TaggingCreaditor: a tool to edit
content for location-based games
Physical space
Virtual space
67
Name: Retort house (D6)
Information: Black coal was carried
here by stokers in order to be
overheated and generate gas.The
procedure lasted approximately 5
hours and the black coal was heated
in a temperature of about 1000 °C.
Radius: 10m.
68
Reflection
69
Location based Games mostly
focus on factual information →
games as vehicles for transferring
new information to the players.
Yet searching for this information
in an intriguing, engaging and
pleasant activity.
70
In the context of this type of games
exhibits or buildings are often
treated as a bunch of disconnected
and de-contextualized things
71
Game vs Fun: Players observed that
the needed attention on the place and
on factual information is “the price
they had to pay” in order for the fun to
continue
72
However information is
all there is to learn about
a site?
e.g.
Embodied experience
Location narrative
73
thank you
hci.edu.gr
Designing Mobile Learning Activities in
Museums and Sites of Culture [N. Avouris]

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Avouris imcl2014

  • 1. 1 Designing Mobile Learning Activities in Museums and Sites of Culture Nikolaos Avouris [Univ. Patras, GR]
  • 2. 2 Archaeological Museum of Thessaloniki, photo Wikimedia.org Thessaloniki, the castles (photo www.thepixel.gr) museums sites of culture
  • 3. 3 Sites of informal learning - How is learning supported in such settings? - How cultural institutions may support their mission with use of technology?
  • 4. 4 Existing practices for digital learning in museums N.Nikonanou and A. Bounia, Digital Applications in Museums: An analysis from a Museum Education Perspective (2014) In a survey of major educational programs in Greek museums, it was found that … most digital applications seem to reinforce the model of passive reception, where museum provides cultural content and the user is expected to accept and internalize the knowledge. Multiple interpretations, individual meaning making, encouragement of alternative ideas, social interaction are not encouraged or supported.
  • 5. 5 Learning in Museums - Learning does not take place through words in the “shadow of objects” (like in schools) but through objects (experiential approach) - Active participation in meaning making, knowledge needs to be constructed by the learner (constructivist approach) - Learning as Social experience (learning from each other)
  • 6. 6 Games in Museums • Games are effective ways to learn in an informal way both for young visitors and for adults • Proliferation of game culture in modern societies (ludic society) [ D. Norman,The Future of Education: Lessons Learned fromVideo Games and Museum Exhibits, www.jnd.org, 2001 ]
  • 7. 7 The audience: living in a ludic century http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html E. Zimmerman: Manifesto for a Ludic 21st Century
  • 8. 8 Bridge between “High” and “popular” culture • Young generations are attracted by “popular” cultures, like the game culture • However there is a distance of young generations from “high culture”, e.g. the official cultural institutions, monuments, heritage * • This gap may be bridged by mobile games with learning potential * EC.Access ofYoung People to Culture, Final Report EACEA/2008/01
  • 9. 9 Games as interactive exhibits Images: http://www.jnd.org/images/ LondonSciMuseum-2for-web.jpg http://dananderica2010.blogspot.com/ A quiz discussion table at the London Science Museum D. Norman,The Future of Education: Lessons Learned from Video Games and Museum Exhibits, www.jnd.org, 2001 Play the orchestra conductor at Mozart’s house inVienna http://dananderica2010.blogspot.com
  • 11. 11 Location-based mobile games: moving about in the site • Multiplayer games that take place in an extensive space.The action is affected by the players’ location.The game involves embedding location specific and contextual information in physical spaces, so to create an interlinked physical and digital space .This is achieved through the use of mobile devices, wireless and sensing technologies. • Alternative terms used are hybrid reality games (emphasis in the interlinking of physical and digital realities), augmented reality games, or pervasive games (emphasis on the extension of game in temporal, spatial and social dimensions).
  • 12. 12 Hybrid game spaces Physical space Game space
  • 13. 13 Hybrid game spaces Physical space Game space Virtual (Digital) space
  • 14. 14 • QR codes/ NFC scanning • Image recognition • Gestures • Location-based instructions encoding Intra-spaces connections
  • 15. 15 Intra-spaces connections NFC (Near Field Communication) Source: Google Goggles at the Getty Museum (Youtube) http://amt-lab.org/ QR codes Image recognition
  • 16. 16 Scan an image Invaders Zone usingVuforia framework Gesture-based interaction Source: Rexplorer(Youtube) Intra-spaces connections
  • 17. 17 Location-based instructions encoding for progressing narration http://www.whaiwhai.com/en Ruyi from whaiwhai Intra-spaces connections
  • 18. 18 Primitive player actions The players - through a mobile device - perform actions (selection of an item, reply to a quiz, etc.) that affect the state of the game. The context of actions in game & physical space, and the player identity, give meaning to the actions. e.g. proximity of two players may allow some possible interactions between them, based on the fact that they belong to the same or competing teams.
  • 19. 19 Examples of actions meaning • Collecting a piece of information • Unlocking next part of a story • Receiving further instructions • Replying to a question (part of a puzzle ) • Linking objects (action as part of a sequence) • Transporting “virtual objects” between positions (action as part of a sequence) • Modifying the state of an object, i.e. locking or unlocking it
  • 22. 22 MuseumScrabble link exhibits to themes/concepts http://hci.ece.upatras.gr/museumscrabble/
  • 24. 24 MuseumScrabble Design rationale MuseumScrabble is based on the idea of the popular Scrabble word game. In Scrabble, the aim is to arrange tiles (letters) in meaningful sequences (words). In MuseumScrabble, the letters have been replaced by exhibits to by arranged in topics.They can be linked using hints.
  • 25. 25 From a board game to location-based game • A topic is a concept or field of knowledge or category, related to parts of the museum collection or the themes of the museum. Examples are geography, feminism, religion, art etc. • Each topic contains several hints. A hint is a short sentence that can be applied to exhibits in the museum related to the topic. • The challenge to the players is to link an exhibit to a relevant topic by discovering which exhibit fits the particular topic-hint pair in a meaningful way. Evaluation of MuseumScrabble: [Sintoris et al. 2010]
  • 26. 26 Playing MuseumScrabble: findings • The game was designed with a top-down strategy in mind, where the players pursue their goal by selecting a topic, searching for objects of interest, creating links and so on. • However, some of the players switched to bottom-up strategies, first scanning an object and then flipping through the topics searching for a hint that can be used in a meaningful link. Based on Sintoris et al. 2012, evaluation of MuseumScrabble
  • 27. 27 MuseumScrabble: factual information- disconnected objects Exhibits as cut out letters (Yiannoutsou et al, 2012)
  • 28. 28 Visual vs cognitive hints: preference to visual hints that were consumed faster in the first part of the game Preference for visual keys
  • 30. 30 Invisible City: Rebels vs Spies (RvS) www.invisiblecity.gr Inspired by: Mafia game, aka Night in Palermo,Werewolves... a social game of trust, deception, observation and performance http://hci.ece.upatras.gr/images/Papers/j62_sintoris_et_al_2013.pdf
  • 31. 31 tasks and game activity are spread in the city Expanding the concept Invisible City: Rebels vs Spies (RvS)
  • 32. 32 A leader is selected, then the leader assigns missions to the players and becomes a normal player. Some missions are critical, some are not. If a critical mission fails, the round goes to the spies Invisible City: Rebels vs Spies (RvS)
  • 33. 33 Spatial expansion From the room →To the city Locations are spread out Players cannot observe each other Backstory for the action (rebels, spies) Situated play and contextual knowledge Incorporate historical (factual) information Engagement through physical involvement Integrate a coherent narrative Expanding the concept Invisible City
  • 34. 34 [ Extract 1 ] R. Did you learn something about the city that you didn’t know before playing the game? A:We didn’t know any of it…. it was all new. S:Yes, everything was new …. M: …. we walk every day by these sites but we had no idea of all these things about them Invisible city findings: Familiar places seen through a new perspective
  • 35. 35 [ Extract 2 ] R: So, what would you say that you learned? S.That the church of Pantocratoras was an ancient temple before. M: I was impressed with the information about the Mayor (information about an ex Mayor during the period 1949-1967) Invisible city findings: The historic layer
  • 36. 36 [ Extract 3 ] R: Do you think that the game would be useful for a visitor who doesn’t know the city? A:The game is not about “getting to know” the city, it is about “discovering the city”. The game is not designed for a visitor who wants to learn the main sites of this city are.The questions are about discovering the invisible city- things that were hidden and not obvious when you look at the buildings for example. Invisible city findings: Visitors vs locals learning
  • 37. 37 Invisible city findings: Selective attention [ Extract 4 ] R: Did you have the chance to look around when you were playing? K: I knew the surroundings more or less. …. Engaged in the game activity, they missed the no-game related activity
  • 38. 38 Invisible city findings: Fragmented experience • More interesting were the meeting points where all players gathered than executing the tasks when learning about the city takes place. • Tasks interrupted by city events • Tiring experience
  • 40. 40 Mobile Learning in a Museum: at the Macedonian Museum of Contemporary Art (MMCA) Hands on experience This afternoon at 7:00 pm Taggling
  • 41. 41 Taggling Players are given sets of tags that need to untangle by placing them to the corresponding artwork
  • 42. 42 Taggling Action: tags attached and moved between exhibits
  • 43. 43 Taggling Guided group discussion on the tags- exhibits relations Exploring these relations, rediscovering art
  • 45. 45 Designing for-with culture sites • Design in respect to the organization. Technology embedded smoothly to the ecology • Design for engaging the users, or viewing the exhibits vs “playing with them” • Design for unobtrusive presence. Not to isolate the visitors. • Design for enriching interaction between the museum end the user • Design for collaboration between users
  • 46. 46 Viewing vs Playing : situating exhibits in the context of a game The difference between viewing and playing with the exhibits would be something like learning geometry for knowing it or learning geometry because you need it to construct something (Papert 1993). Yiannoutsou et al. “Playing with” vs “Viewing” museum exhibits: designing educational game-like activities mediated by mobile technology (2009)
  • 47. 47 Design decisions • Types and strength of links physical-to-digital i.e. One to many, Paths: A is linked to B, then to C etc,Thematic lists: linking concepts to objects • Content: selection themes and objects – Selecting the places of the site that will become part of the game – analyzing them according to the structure of the game and the site narrative • Rules: how you win points, what to do next, when do you win (score) • Events (surprise elements, dangerous zones etc)
  • 49. 49 Collaborative study of U.Patras and U.Bari 2010-2011 (networkTwinTide) • Followed a ‘case study methodology’ of analysis of published papers of 3 mobile games • Identified game design issues (317 issues) • Through focus group analysis the issues were reduced to 94 related to design of location- based games and learning • Card sorting techniques for grouping the issues in 5 design dimensions
  • 50. 50 Design Dimensions (Ardito et al. 2011) • Game General Design, which refers to issues related to the overall game design process; • Control/Flexibility, which is a basic dimension of system usability, that with respect to the games considered in this paper, also refers to helping players to be aware of the effects of their choices on the game execution; • Engagement, which informs on how to provide an experience that captivates the players, by providing hints on how to structure the game, which tools to adopt, etc.; • Educational Aspects, which informs on interweaving of learning content into the game context, so that the game can have a valid learning influence on the players; • Social Aspects, which concerns the interaction among the players, role allocation etc. (the underlying assumption is that social activity, e.g. competition, can act as a motivational factor).
  • 51. 51 4.1 Design guidelines / educational aspects Consider to include a pre-game activity to prepare players (e.g. some lessons in classroom explaining the historical context in which the game is set)
  • 52. 52 4.2 Game should emphasize either vertical or horizontal exploration of a place/topic, i.e., deeply exploring a limited space (or few objects or a specific topic) vs. more superficially exploring a broad space (or many objects or several topics)
  • 53. 53 Balance between competition and knowledge acquisition. Too much competition may have a negative impact on knowledge acquisition 4.4
  • 54. 54 Include a debriefing phase after the game to allow players to reflect on the game experience. Design it as an individual/ collaborative game/activity that supports players to clarify and consolidate the game experience 4.5
  • 55. 55 Open Design Patterns An open repository of design knowledge for location-based games Similar to: Pervasive Games Design Patterns Davidsson, Peitz, & Björk, 2004, Björk &Peitz, 2007 Game Ontology Project (Hochhalter, Lichti, & Zagal, 2005) hci.ece.upatras.gr/pompeiigame/
  • 56. 56 Pompeii Game DesignWorkshop • The task is to design a game for the archaeological site of Pompeii, given design material and a design framework • Objective is to observe design activity of different design groups and deduce common design patterns for this class of games
  • 58. 58 Pompeii Design Workshop: theWorksheet The objective What is the aim of the game? What will you explain to the players that they have to do? How will the player know about success? The rules What are the basic rules? How are they guide the game to the end? Are there roles? Is there a narrative? Use of tools & technology How will the mobile will be used? As information screens, communication, barcode scanners, GPS, maps, radar, compass, flashlight...? Mechanisms How are the rules enforced? How is the game paced? Is there immersion in the atmosphere of the game?What about player communication? Awareness of the actions of the other players? Competion? Cooperation? Deception? Location and real-world objects How are they involved in the game? How are the players interacting with them? Behaviors and aesthetic result How do you expect the game to evolve over time? How will the players feel playing it?
  • 59. 59 32 game designs were produced in 6 workshops in 4 different countries Zakynthos, GR : Summer School onTechnologies for Cultural Heritage
  • 60. 60 Design workshops Pecs, HU, Erasmus IP on cultural heritage management
  • 61. 61 Using design patterns • Using it as a checklist • Getting new ideas • Refining an initial idea • Checking old solutions to new problems • Relating structure of the game to game elements
  • 63. 63 Players as Designers • Contributing content • Modifying game elements • Using existing design patterns –Previous design knowledge is re-used in new design problems
  • 64. 64 Learning through participation in design • Active –constructive learning (users: co- creators of new ideas, knowledge and products, public meta-artifacts) • Rich learning opportunities: analysis and synthesis around the city space and the spatial content that is going to be integrated in the game • Ownership of information
  • 65. 65 Support for participation in game design Sintoris, et al. 2014 (e.g. a school teacher can design a specific version of the game for a school visit)
  • 66. 66 TaggingCreaditor: a tool to edit content for location-based games Physical space Virtual space
  • 67. 67 Name: Retort house (D6) Information: Black coal was carried here by stokers in order to be overheated and generate gas.The procedure lasted approximately 5 hours and the black coal was heated in a temperature of about 1000 °C. Radius: 10m.
  • 69. 69 Location based Games mostly focus on factual information → games as vehicles for transferring new information to the players. Yet searching for this information in an intriguing, engaging and pleasant activity.
  • 70. 70 In the context of this type of games exhibits or buildings are often treated as a bunch of disconnected and de-contextualized things
  • 71. 71 Game vs Fun: Players observed that the needed attention on the place and on factual information is “the price they had to pay” in order for the fun to continue
  • 72. 72 However information is all there is to learn about a site? e.g. Embodied experience Location narrative
  • 73. 73 thank you hci.edu.gr Designing Mobile Learning Activities in Museums and Sites of Culture [N. Avouris]