when? where? who? why?
Museums give children the opportunity to access knowledges differently
than what they are used to in school. They increase their cultural
capital, learn subject-specific content and skills and acquire critical
thinking. Seeing the real world can even get them excited to go to
school! But more often than not, school trips to museums are felt as a
burden by kids, who suffers endless days of wandering through dusty
exhibitions, passively listening about stuffs they don’t feel connected
to or implicated in.
Interactive learning overcomes this problem by delivering a mindful and
engaging experience. In fact, it has been proven that kids remember up
to 40% more informations by “saying and doing” rather by “seeing and
hearing”.
Gaming is an excellent way to supply active learning. By including
rules, definitive objectives, measurable goals and competition, it
brings a sense of achievement, and since it is entertaining, children
keep coming back to learn more. With gaming comes several skill
developments: cognitive growth (solving problems, thinking creatively),
digital literacy (communication, ethics) and coordination (spatial, fine
motor). And, contrary to a common belief, gaming is not exclusive to the
digital world and electronic devices. There are many types of gaming
with dozens adapted to gaming with no equipment, and some examples may
include: alternate reality games, role playing, simulations, strategy,
puzzles, interactive fictions and social games. Actually, gaming is just
making a creative use of its environment and whatever is available to
play games!
When it comes to implementing gaming into museums, a lot is still to be
done, especially to fit for school trips. Teachers who wants to organize
a school visit based on gaming will be restricted by the very limited
amount of museums with gaming equipments, and the incapacity of a
majority of them to suit a class of kids. The choice of a museum should
not be based on whether it possesses gaming facilities, but rather on
the teacher’s learning objectives, and the gaming part should be added
on top of that.
Our idea with this project is to remove the burden of missing devices
from museums and give teachers a solution to adapt gaming with a group
of kids to any desired exhibition.
for whom?
The main targets of this project are teachers who wants to organize
school visits in museums based on gaming, but haven’t access to museums
with gaming facilities or are willing to go to specific museums that
aren’t equipped for gaming.
The idea is mainly directed towards classes of children in primary
school, since older students will have less difficulties to maintain
attention with passive learning, but the interactive feature makes it
usable for learning programs of all ages.
what? how?
We are creating an application that gives convenient gaming ideas to put
in place with a class of children for chosen exhibitions. The
application will be based on a catalogue of gaming ideas shared by other
users, each being adapted to a specific museum or type of museum.
A search engine will allow to find games by categories: museum,
size of the group, average age of the group and type of gaming.
For examples:
describe the universe around your service by creating a mood board and name your service accordingly
List concurrents / relative projects and describe how they relate/differentiate to your project
books/films/articles/...
when? where? who? why?
Museums give access to wonders and knowledge that school doesn’t
provide. That's why it's essential when children have the opportinuty to
visit one of them that they acquire knowledge. However schools trips to
museums are rare and too often an opportunity for children to mess
around. Why is that so ? Because children get easily bored in what seems
for them endless halls of various displays.
We want to make this change. To do so, we want to introduce more
technology into cultural museums and with technology provide a more
playful experience for the kinds in order to keep their mind brisk
during the whole length of an exhibition. In fact, some studies have
come to the conclusion that children remember up to 40% more
informations by “saying and doing” rather than “seeing and hearing”.
This project revolves around the use of augmented reality or AR. To test
our concept we decided that our groundbase would be the Natural History
Museum of London for it has a lots of entertaining and huge displays has
dinosaur’s skeletons or contemporary stuffed animals like the elephant.
for whom?
The main target of this project are museums who want to attract more
people by dynamising their exhibitions and especially more school
groups.
The concept, in partnership with the National history Museum of London,
is mainly directed towards classes of young children from 6 to 14 years
old. Nonetheless some part of the porject can be adapted for all ages
and translated into several languages.
what? how?
The application we are thinking to develop could provide many services.
It's main goal is to increase the attractiveness of museum exhibitions
for groups of young people and especially classrooms.
Nowadays everybody has a smartphone, even children in elementary
schools. So teachers will have an easy access to our application. At
first you will have to select the museum you go to, for exemple we chose
the London museum of Natural History. Through augmented reality (using
the camera of your smartphone) children will be able to choose an
avatar, among the displays of the museum (for exemple Dippy the
diplodocus fir the National History Museum of London) that will be
theirs for the rest of the exhibition.
Then by selecting the room or area of the museum they are in they get
access to all that is at display there. Students will have to scan a
flashcode in order to dislay some part of the exhibition in augmented
reality. Once there they can manipulate the art or the object and
discover by themselves. Additional informations on whats been scanned
will aslo be provided to the student for a short period of time.
Afterwards he or she will have to answer a small
multiple-choice questionnaire that will award points for good answers.
At the end of the exhibition all scoreboards are gathered and the three
students with the higherscores are awarded a ticket for two to go see
another museum. Hence they can discover multiple museums and their
wonders.