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A Do-It-Yourself Approach to
                 Heritage Education :
       Make Your Own Mobile Museum Game



Universiteit Hasselt - Expertise Centrum voorMedia (Hasselt University)
Jolien Schroyen - Expertise Centre for Digital Digitale Media
Provinciaal Gallo-Romeins Museum – Provincie Limburg
Games / Game Design to Engage
Students
Games / Game Design to Engage
    Students
­ Target group: student groups (age 15+, focus on
  technical and vocational education)
­ Three specialized city museums
­ DIY approach to motivate students to learn
  about local cultural heritage:
   ­ Game design in pre-visit stage
   ­ Game play during actual visit
Project Context

­ Partnership between three specialized
  museums, coördinated by the heritage
  organization “TERF”:
  ­ National Museum of Cycling (Roeselare)
  ­ City Museums of Izegem (industrial history)
­ Expertise Centre for Digital Media (Hasselt
  University) as R&D partner
Game Narrative

­ Odiel Defraeye as a key figure to explore local
  history in the first half of the 20th century
­ Educational platform shaped as a fictional city,
  created with photos of local iconic buildings
­ Profile pages of Odiel and his “social network”
Game Authoring Platform

­ Web-based authoring tool
­ Students create their own mobile game
­ Resulting games can be played by fellow
  students on a smartphone in the museum
Do-It-Yourself approach
“In het wiel van Odiel”
Do-It-Yourself approach
“In het wiel van Odiel”
Museum experience
Evaluation and results
­ DIY approach to motivate students + to develop
  gaming literacies/skills :
  ­ Collaboration and social skills
    working in pairs, sharing and discussing results,…
  ­ Systems thinking
    ensure games have a clear goal, logic, score system ,…
  ­ Storytelling
    writing compelling game narrative,…
  ­ Digital literacies
    usage authoring tool, create interactive mobile app ,…
Evaluation and results

­ Evaluation in different stages of the design
  and development process
­ Mainly with two class groups, in close
  collaboration with history teachers
  ­ Headdress education
  ­ Woodcraft education
­ Feedback on platform design, usability,
  motivational aspect
­ Observation, evaluation of the created games
  and student surveys
Evaluation and results

­ Students show commitment to create fun,
  meaningful games
­ Students immersed in museum content,
  storyline Odiel Defraeye
Evaluation and results

­ Students extremely motivated to play all the
  games created in their class group
­ Unlocking content in museum by means of
  searching and scanning QR-codes is fun

­ Difficulty in matching content to the physical
  museum environment
Evaluation and results

­ Project launched
  March 2012
  (inhetwielvanodiel.be)


­ “Light” version for
  regular museum
  visitors: play mobile
  game in the museum
  (content made by
  heritage organization
  TERF)
iDiscover - project
iDiscover - background

­ EFRD projects:
  ­ ARCHIE: enhance vistor experience through
    mobile ICT (2005 – 2008)
  ­ RITCHIE: expertise centre and demolab
    iDiscover for (mobile) ICT in culture and
    heritage (2008 – 2012)
iDiscover - framework




Conceptual framework to situate the desired
cultural heritage experience. Which technologies
are needed to suit a specific target audience,
(museum) environment, context of use,… ?
ARCHIE museum game

Target group: youngsters,
during school visits
­ Interested in multimedia,
  games, hands-on activities,
  experience and explore
­ Social interaction
ARCHIE museum « game »

­   Learn by playing
­   Training skills, built-in learning curve
­   Rich graphical design
­   Relive specific episodes from local history
Evaluation and results
­ Completely deployed and operational (Fall
  2010) as part of the educational programme
  of the Gallo-Roman Museum of Tongeren
­ One of the most advanced mobile guides that
  is currently in use in a real life situation
­ Pre-deployment evaluations with ~1000 test
  users
Park Explorer
     Middelheimmuseum
Target group: youngsters (14-26)
­ Open air sculpture museum
  for modern and contemporary
  art
­ iPhone + GPS
­ Stimulate visitors to explore
  the park + unlock “remixes”
  made by youngsters
  (as part of the Sculpturized!-project
  < Piazza dell’ Arte)
Park Explorer
    Middelheimmuseum
­ Lightweight
  game: “art
  radar”, hints
  and wild cards

­ Extra reward:
  hidden places
  in the park
Evaluation and results
Feedback user testing
­ Previously hard-to-find
  artworks: more accessible
­ Game element is fun
­ Extra content is
  appreciated
­ Visitors love the incentive
  to explore

­ Only iPhone ?
  (available in App Store iTunes)
And many more…
contact
- EDM – Hasselt University :   Jolien Schroyen
                               jolien.schroyen@uhasselt.be
M&L 2012 -  A do-it-yourself approach to heritage education make your own mobile museum game - by Jolien Schroyen

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M&L 2012 - A do-it-yourself approach to heritage education make your own mobile museum game - by Jolien Schroyen

  • 1. A Do-It-Yourself Approach to Heritage Education : Make Your Own Mobile Museum Game Universiteit Hasselt - Expertise Centrum voorMedia (Hasselt University) Jolien Schroyen - Expertise Centre for Digital Digitale Media Provinciaal Gallo-Romeins Museum – Provincie Limburg
  • 2. Games / Game Design to Engage Students
  • 3. Games / Game Design to Engage Students ­ Target group: student groups (age 15+, focus on technical and vocational education) ­ Three specialized city museums ­ DIY approach to motivate students to learn about local cultural heritage: ­ Game design in pre-visit stage ­ Game play during actual visit
  • 4. Project Context ­ Partnership between three specialized museums, coördinated by the heritage organization “TERF”: ­ National Museum of Cycling (Roeselare) ­ City Museums of Izegem (industrial history) ­ Expertise Centre for Digital Media (Hasselt University) as R&D partner
  • 5. Game Narrative ­ Odiel Defraeye as a key figure to explore local history in the first half of the 20th century ­ Educational platform shaped as a fictional city, created with photos of local iconic buildings ­ Profile pages of Odiel and his “social network”
  • 6. Game Authoring Platform ­ Web-based authoring tool ­ Students create their own mobile game ­ Resulting games can be played by fellow students on a smartphone in the museum
  • 7.
  • 10.
  • 12. Evaluation and results ­ DIY approach to motivate students + to develop gaming literacies/skills : ­ Collaboration and social skills working in pairs, sharing and discussing results,… ­ Systems thinking ensure games have a clear goal, logic, score system ,… ­ Storytelling writing compelling game narrative,… ­ Digital literacies usage authoring tool, create interactive mobile app ,…
  • 13. Evaluation and results ­ Evaluation in different stages of the design and development process ­ Mainly with two class groups, in close collaboration with history teachers ­ Headdress education ­ Woodcraft education ­ Feedback on platform design, usability, motivational aspect ­ Observation, evaluation of the created games and student surveys
  • 14. Evaluation and results ­ Students show commitment to create fun, meaningful games ­ Students immersed in museum content, storyline Odiel Defraeye
  • 15. Evaluation and results ­ Students extremely motivated to play all the games created in their class group ­ Unlocking content in museum by means of searching and scanning QR-codes is fun ­ Difficulty in matching content to the physical museum environment
  • 16. Evaluation and results ­ Project launched March 2012 (inhetwielvanodiel.be) ­ “Light” version for regular museum visitors: play mobile game in the museum (content made by heritage organization TERF)
  • 18. iDiscover - background ­ EFRD projects: ­ ARCHIE: enhance vistor experience through mobile ICT (2005 – 2008) ­ RITCHIE: expertise centre and demolab iDiscover for (mobile) ICT in culture and heritage (2008 – 2012)
  • 19. iDiscover - framework Conceptual framework to situate the desired cultural heritage experience. Which technologies are needed to suit a specific target audience, (museum) environment, context of use,… ?
  • 20. ARCHIE museum game Target group: youngsters, during school visits ­ Interested in multimedia, games, hands-on activities, experience and explore ­ Social interaction
  • 21. ARCHIE museum « game » ­ Learn by playing ­ Training skills, built-in learning curve ­ Rich graphical design ­ Relive specific episodes from local history
  • 22. Evaluation and results ­ Completely deployed and operational (Fall 2010) as part of the educational programme of the Gallo-Roman Museum of Tongeren ­ One of the most advanced mobile guides that is currently in use in a real life situation ­ Pre-deployment evaluations with ~1000 test users
  • 23. Park Explorer Middelheimmuseum Target group: youngsters (14-26) ­ Open air sculpture museum for modern and contemporary art ­ iPhone + GPS ­ Stimulate visitors to explore the park + unlock “remixes” made by youngsters (as part of the Sculpturized!-project < Piazza dell’ Arte)
  • 24. Park Explorer Middelheimmuseum ­ Lightweight game: “art radar”, hints and wild cards ­ Extra reward: hidden places in the park
  • 25. Evaluation and results Feedback user testing ­ Previously hard-to-find artworks: more accessible ­ Game element is fun ­ Extra content is appreciated ­ Visitors love the incentive to explore ­ Only iPhone ? (available in App Store iTunes)
  • 27. contact - EDM – Hasselt University : Jolien Schroyen jolien.schroyen@uhasselt.be