learning through games in museums

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1 Learning through Games in Museums Nikolaos Avouris University of Patras, Greece

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Keynote talk at 5th European Conference on Game Based Learning

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Page 1: Learning through games in museums

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Learning through Games in Museums

Nikolaos AvourisUniversity of Patras, Greece

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Museums as settings for games

• Museums play important role as sites of informal and lifelong learning

• Proliferation of game culture in modern societies

• Games are effective ways to learn in an informal way both for young visitors and for adults

[ D. Norman, The Future of Education: Lessons Learned from Video Games and Museum Exhibits, www.jnd.org, 2001 ]

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The visitor: gaming culture

http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html

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The museum

collaborative: with other institutions, third parties, audience

Nancy Proctor, 2001http://www.slideshare.net/nancyproctor/the-museum-as-agora-identity-and-collaboration-in-the-21st-century-museum?src=related_normal&rel=809650

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Gaming the Future of Museums• “We have all this pent-up knowledge in museums, all

this pent-up expertise, and all these collectionsdesigned to inspire and bring people together.

• The museum community has a kind of ethical responsibility to unleash it and contribute to the happiness of mankind”.

• …this may be done through games, as they do all the things we need to be happy: satisfying work, the experience of being good at something, time spent with people we like, and the chance to be a part of something bigger. J. McGonigal

American Association of Museum’s (AAM) talk http://www.slideshare.net/avantgame/gaming-the-future-of-museums-a-lecture-by-jane-mcgonigal-presentation

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Games in museums: trends• Static games

– Onsite games– Web based games– Multiplayer games

• Mobile games– Adopting board games – Narratives in games

• The social dimension– the museum as social medium– Games for crowd sourcing in museums

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Onsite Games

Images: http://www.jnd.org/images/LondonSciMuseum-2for-web.jpghttp://dananderica2010.blogspot.com/

Group activity: 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

Interactive exhibitsPlay the orchestra conductor at Mozart’s house in Viennahttp://dananderica2010.blogspot.com

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The web: to video games and beyond

Games discussed:– The Parthenon Frieze– The Getty games– The London Science Museum– Smithsonian American Art Museum

In search for the learning benefit and relation to the museum collection

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Play with the Frieze

http://cordis.europa.eu/wire/index.cfm?fuseaction=article.Detail&rcn=20548

• "Play with the Frieze" is intended for children. It begins with an introductionwhere the user can understand very quickly what the frieze was, where itwas, what it represented, and he can see a number of statistical facts.

• They are games of memory and they are designed to attractchildren to closer observation of the details of the frieze.

• In this same category of games, the children are asked toexercise their powers of observation, they are asked to puttogether a puzzle.

• The game … is intended to enliven the relief scenes of thefrieze and to help the children to imagine their colours.

• In the game … they try to find the correct position of the 16 blocks of the West Frieze (compare images).

• In the games …, the children have to match text withpicture.

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The Parthenon Frieze

http://www.parthenonfrieze.gr/#/play

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Compare images

http://www.parthenonfrieze.gr/#/play

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Match text with image

http://www.parthenonfrieze.gr/#/play

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Match the faces

http://www.parthenonfrieze.gr/#/play

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Puzzle: the hidden chariot

http://www.parthenonfrieze.gr/#/play

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Getty Games: Jigsaw Puzzles

http://www.getty.edu/gettygames/

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Getty Games: The details detective

http://www.getty.edu/gettygames/

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Getty Games: card matching

http://www.getty.edu/gettygames/

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Getty Games: spot the differences

http://www.getty.edu/gettygames/

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• Various strategies may be employed not intended by the designer

http://www.getty.edu/gettygames/

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Smithsonian American Art Museum: Meet me at midnight

http://americanart.si.edu/exhibitions/online/midnight/default_flash.html

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Cartoon-like narrative with limited interactivity with the collection

http://americanart.si.edu/exhibitions/online/midnight/default_flash.html

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22http://www.sciencemuseum.org.uk/onlinestuff/games.aspx

Science museum games

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23http://www.sciencemuseum.org.uk/onlinestuff/games/building_bonanza.aspx

Scenario based problem solving

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PlayRizk: video game culture

http://www.sciencemuseum.org.uk/ClimateChanging/Rizk.aspx

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Competition and community building: Connect with facebook for high scores

http://www.sciencemuseum.org.uk/ClimateChanging/Rizk.aspx

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Museums in Virtual Worlds: Whyville

http://www.whyville.net/smmk/top/gates?source=getty

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WWO: A game about the future:narrative and simulation

WORLD WITHOUT OIL simulated the first 32 weeksof a global oil crisis. It established a citizen “nervecenter” to track events and share solutions. Anybody could play by creating a personal story – anemail or phone call, or for advanced users a blogpost, video, photo, etc. – that chronicled theimagined reality of their life in the crisis. The gameencouraged excellence with daily awards andrecognition for authentic and intriguing stories.

http://worldwithoutoil.org

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On educational value

…. the educational value of many of these games is not always clear, but what is clear is that kids are becoming more familiar with works of art, they are learning to look and think criticallyabout art, and they are associating museums and art with fun.

[from a review in futuresoflearning.org]

http://futuresoflearning.org/index.php/Firda_08/tag/games+in+museums

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Mobile games

New interactivity with objects and places in museums and beyond

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Visit as a game: the cockroach tour

http://www.sciencemuseum.org.uk/ClimateChanging/Events/Cockroachtour.aspx

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Alternate reality games

• An alternate reality game (ARG) is an interactivenarrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions.

• A live action role-playing game (LARP) is a form of role-playing game where the participants physically act out their characters' actions. The players pursue goals within a fictional setting represented by the real world, while interacting with each other in character.

[wikipedia]

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ARGs in Museums: Ghost of a Chance

• Players were asked to interpret weekly challenges by creating and mailing artifacts to the Luce Foundation Center.

• Entered into the museum’s collection, these items represented a player-generated gallery collection that unlocked further clues in the game’s narrative.

http://ghostsofachance.com/

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Ghost of a Chance

Smithsonian American Art MuseumUser-submitted imagesfrom the "Ghost of a Chance" interactive multimedia game atthe Smithsonian American Art Museum

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Museum space interaction modalities

QR codes (quick response codes)

(From Derby Museum, Connection to QRPedia)

NFCtags (Near Field

Communication)Source: NFC at Museum of London, Nokia (Youtube)

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Museum space interaction modalities

Scan an image (GoogleGoggles)

Source: Google Goggles at the Getty Museum (Youtube)

Gesture-based interaction

Source: RExplorer(Youtube)

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Ways for communicating instructions to players and progressing narration

• Ruyi from whaiwhai(youtube, TGR)

http://www.whaiwhai.com/en

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Place-based simulation games: Environmental DetectivesA place-based game created byMITtargeted at high school anduniversity students. Studentsplayed the role of environmentalengineers presented with an environmental emergency. Thegoal was to locate the source of aspill, identify the responsible party, design a remediation plan, andbrief the authorities on any healthand legal risks -all within two hours

http://education.mit.edu/ar/ed.html

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MuseumScrabble: linking exhibits

• Task to build connections between exhibits and themes/concepts that can be linked to more than one exhibits with different strength according to its relevance to the theme

• The concepts may be embeded in a narrative that the players have to follow

• Game is played by groups playing against each other

• Players fight for resources (exhibits) as they capture the exhibits not allowing the opponents to use it.

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MuseumScrabblelink exhibits to themes/concepts

[Youtube: museumscrabble]

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The museum as a social medium

Players roles: they can comment, contribute content, change the game rules or develop new games, discuss in a community about tricks and cheats

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Place-based connection to exhibit’s blog through QR codes

Fenimore Art Museum

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Ookl mobile app

http://www.ooklnet.com

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Ookl tell your own story

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ookl: citizen curator

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Mission tasks may be contributed through a web site (e.g. a school teacher can design a specific version of the game for a school party)

A city game with contribution of tasks/riddles by the players : Invisible City

[Sintoris et al. 2011 ]

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Player-created/adapted Games

By developing their own Games students canshow what they have learned, and they canalso “explore various hypotheses” using thegame (Klopfer, 2008).User configuration of game elements is a tool for learning (Yiannoutsou et al. 2011).

Klopfer, E. (2008) Augmented Learning: Research and Design ofMobile Educational Games. MIT Press, Cambridge, MA.Yiannoutsou N., Sintoris C., Avouris N, End User configuration ofgame elements: Game construction as learning activity, IS-EUD 2011

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New authoring tools are needed to involve players in game creation

adaptation/ e.g. Taleblazer• TaleBlazer is a new rich Internet

application from MIT's STEP lab toauthor smartphone location-basedaugmented reality (AR) games. For location-based AR game building.

• Features :– Visual blocks-based scripting– Interactive data layers and sampling -

create models for player exploration anddiscovery of scientific topics.

– Conditional dialog creator - interact withcharacters in new ways

http://education.mit.edu/projects/taleblazer

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Bending the rules: Cheats and tricks(…finally a way to have a decent salary! )

http://kewlwhyvilletricks.webs.com/

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Harnessing the social power: Crowdsourcinggames in museums

• Crowdsourcing is the act of sourcing taskstraditionally performed by specific individualsto an undefined large group of people orcommunity (crowd) through an open call

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Crowd sourcing tasks• Stating preferences, voting on interesting

objects, comments etc.• Tagging: unstructured text associated with

objects• Debunking, criticizing: arguing against other

peoples’ ideas, tags etc.• Recording personal stories: personal

memories associated to a museum object• Linking objects or categorising: grouping of

objects or associating them with themes (e.g. card sorting, museumscrabble)

[M.Ridge, Everyone wins: Crowdsourcing games & Museums, MuseumNext, May 2011]

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Freeze Tag!

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Steve tagger

http://tagger.steve.museum/

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53http://tagger.steve.museum/

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Dora’s lost data

http://museumgam.es/dora/

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Crowdsourcing games• They are fun and engaging• They are productive• Have high learning potential with sense of

ownership of new knowledge (information and skills)

• The museums learn too and adapt to their audience

• Help players acquire, test and master new skills

[M.Ridge, Everyone wins: Crowdsourcing games & Museums, MuseumNext, May 2011]

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Summary• Games enrich visitor experience in museums

engaging them, making them more active• However the educational value of games,

especially traditional video games is questioned• Mobile games with support of technology may

increase interaction with exhibits and have high learning potential

• The social dimension in museum games is becoming more relevant, as players may contribute content, adapt the games, build new games, cheat J even help the museum…

• Crowdsourcing games can be of benefit to both museums and players

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ευχαριστώ

hci.ece.upatras.gr/avouris

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Cataclysmically Epic[Achievement]

Greece 2011in search for a…