Game-Based Learning in Museums—Cultural Heritage Applications
Abstract
:1. Introduction
2. Pros—Game-Based Learning (Digital Content)
2.1. Motivation and Engagement
2.2. Possibility of Team Work
2.3. Progress Assessment—Instant Feedback
2.4. Creativity Enhancement
3. Cons—Game-Based Learning (Digital Content)
3.1. Possible Decrease in Attention Span
3.2. Cost
3.3. Evaluation of Progress—Translation of Game Progress into Fulfilling Objectives
4. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
- Ramic-Brkic, B.; Cosovic, M.; Rizvic, S. Cultural Heritage Digitalization in BiH: State-of-the-Art Review and Future Trends. In Proceedings of the 1st International Workshop on Visual Pattern Extraction and Recognition for Cultural Heritage Understanding Co-Located with 15th Italian Research Conference on Digital Libraries (IRCDL 2019), Pisa, Italy, 30 January 2019; pp. 39–49. [Google Scholar]
- Andritsou, G.; Katifori, A.; Kourtis, V.; Ioannidis, Y. Momap-An Interactive Gamified App for the Museum of Mineralogy. In Proceedings of the 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Wurzburg, Germany, 5–7 September 2018; pp. 1–4. [Google Scholar]
- Ibrahim, N.; Ali, N.M. A Conceptual Framework for Designing Virtual Heritage Environment for Cultural Learning. J. Comput. Cult. Herit. 2018, 11, 11:1–11:27. [Google Scholar] [CrossRef]
- Rahaman, H. Digital heritage interpretation: A conceptual framework. Digit. Creat. 2018, 29, 208–234. [Google Scholar] [CrossRef]
- Rizvic, S.; Djapo, N.; Alispahic, F.; Hadzihalilovic, B.; Cengic, F.F.; Imamovic, A.; Okanovic, V.; Boskovic, D. Guidelines for interactive digital storytelling presentations of cultural heritage. In Proceedings of the 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Athens, Greece, 6–8 September 2017; pp. 253–259. [Google Scholar]
- Prensky, M. Digital Game-Based Learning; McGraw-Hill Pub. Co.: New York, NY, USA, 2004. [Google Scholar]
- Plass, J.; Homer, B.; Kinzer, C. Foundations of Game-Based Learning. Educ. Psychol. 2015, 50, 258–283. [Google Scholar] [CrossRef]
- Hamari, J.; Koivisto, J.; Sarsa, H. Does Gamification Work?—A Literature Review of Empirical Studies on Gamification. In Proceedings of the 2014 47th Hawaii International Conference on System Sciences, Waikoloa, HI, USA, 6–9 January 2014; pp. 3025–3034. [Google Scholar] [CrossRef]
- Oprins, E.; Visschedijk, G.; Roozeboom, M.B.; Dankbaar, M.; Trooster, W.; Schuit, S.C.E. The Game-based Learning Evaluation Model GEM: Measuring the Effectiveness of Serious Games Using a Standardised Method. Int. J. Technol. Enhanc. Learn. 2015, 7, 326–345. [Google Scholar] [CrossRef]
- Baek, Y.K. Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study; IGI Global: Hershey, PA, USA, 2010. [Google Scholar]
- Kelly, L.; Bowan, A. Gamifying the museum: Educational games for learning. In Proceedings of the Museums and the Web Asia, Daejeon & Seoul, Korea, 7–10 October 2014. [Google Scholar]
- Nguyen, T.T.H.; Ishmatova, D.; Tapanainen, T.; Liukkonen, T.N.; Katajapuu, N.; Mäkilä, T.; Luimula, M. Impact of Serious Games on Health and Well-being of Elderly: A Systematic Review. In Proceedings of the 50th Hawaii International Conference on System Sciences, Hilton Waikoloa Village, HI, USA, 4–7 January 2017. [Google Scholar]
- Euro Innovanet. Beyond the Traditional Museum. In Character, Profile and Extent of European Virtual Museums; FMU. S. EU. M. Project: Rome, Italy, 2008. [Google Scholar]
- Pescarin, S.; Rizvic, S.; Selimovic, D. V-MUST NET-The Virtual Museum Transnational Network. 2011. Available online: http://www.v-must.net/sites/default/files/SEEDI2011_pescarin-rizvic-selimovic-NCD21047.pdf (accessed on 10 November 2019).
- Bruno, F.; Lagudi, A.; Ritacco, G.; Agrafiotis, P.; Skarlatos, D.; Čejka, J.; Kouřil, P.; Liarokapis, F.; Philpin-Briscoe, O.; Poullis, C.; et al. Development and integration of digital technologies addressed to raise awareness and access to European underwater cultural heritage. An overview of the H2020 i-MARECULTURE project. In Proceedings of the OCEANS 2017-Aberdeen, Aberdeen, UK, 19–22 June 2017; pp. 1–10. [Google Scholar]
- Skamantzari, M.; Kontogianni, G.; Georgopoulos, A.; Kazanis, S. Developing a virtual museum for the Stoa of Attalos. In Proceedings of the 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Athens, Greece, 6–8 September 2017; pp. 260–263. [Google Scholar]
- Mortara, M.; Catalano, C.E.; Bellotti, F.; Fiucci, G.; Houry-Panchetti, M.; Petridis, P. Learning cultural heritage by serious games. J. Cult. Herit. 2014, 15, 318–325. [Google Scholar] [CrossRef] [Green Version]
- Ding, W.; Marchionini, G. A Study on Video Browsing Strategies. Technical Report. 1998. Available online: https://drum.lib.umd.edu/handle/1903/897 (accessed on 15 November 2019).
- Goldsmith, T.R.; LeBlanc, L.A. Use of Technology in Interventions for Children with Autism. J. Early Intensive Behav. Interv. 2004, 1, 166–178. [Google Scholar] [CrossRef] [Green Version]
- Boucenna, S.; Narzisi, A.; Tilmont, E.; Muratori, F.; Pioggia, G.; Cohen, D.; Chetouani, M. Interactive technologies for autistic children: A review. Cogn. Comput. 2014, 6, 722–740. [Google Scholar] [CrossRef] [Green Version]
- Pistoljevic, N.; Hulusic, V. Educational e-book for children with and without developmental disorders. J. Comput. Educ. 2018, 6, 117–141. [Google Scholar] [CrossRef] [Green Version]
- Backlund, P.; Hendrix, M. Educational games—Are they worth the effort? A literature survey of the effectiveness of serious games. In Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), Poole, UK, 11–13 September 2013; pp. 1–8. [Google Scholar]
- Paliokas, I.; Sylaiou, S. The use of serious games in museum visits and exhibitions: A systematic mapping study. In Proceedings of the 2016 8th International Conference on Games and Virtual Worlds For Serious Applications (VS-GAMES), Barcelona, Spain, 7–9 September 2016; pp. 1–8. [Google Scholar]
- Lucey-Roper, M. Discover Babylon: Creating a vivid user experience by exploiting features of video games and uniting museum and library collections. In Proceedings of the Museums and the Web, Albuquerque, NW, USA, 22–25 March 2006. [Google Scholar]
- Christopoulos, D.; Mavridis, P.; Andreadis, A.; Karigiannis, J.N. Using Virtual Environments to Tell the Story: “The Battle of Thermopylae”. In Proceedings of the 2011 Third International Conference on Games and Virtual Worlds for Serious Applications, Athens, Greece, 4–6 May 2011; pp. 84–91. [Google Scholar]
- Antoniou, A.; Lepouras, G.; Bampatzia, S.; Almpanoudi, H. An approach for serious game development for cultural heritage: Case study for an archaeological site and museum. J. Comput. Cult. Herit. (JOCCH) 2013, 6, 17. [Google Scholar] [CrossRef]
- Lercari, N.; Onsurez, L.; Schultz, J. Multimodal reconstruction of landscape in serious games for heritage: An insight on the creation of Fort Ross Virtual Warehouse serious game. In Proceedings of the 2013 Digital Heritage International Congress (DigitalHeritage), Marseille, France, 28 October–1 November 2013; Volume 2, pp. 231–238. [Google Scholar]
- Schaller, D. Game mechanics and the museum: Designing simple gameplay around complex content. In Proceedings of the MW2014: Museums and the Web 2014, Baltimore, MD, USA, 2–5 April 2014. [Google Scholar]
- Kidd, J. Gaming for affect: Museum online games and the embrace of empathy. J. Curator. Stud. 2015, 4, 414–432. [Google Scholar] [CrossRef] [Green Version]
- Hanes, L.; Stone, R. A model of heritage content in serious and commercial games. In Proceedings of the 2017 9th International Conference on Virtual Worlds and Games For Serious Applications (VS-Games), Athens, Greece, 6–8 September 2017; pp. 137–140. [Google Scholar]
- Hanes, L.; Stone, R. A model of heritage content to support the design and analysis of video games for history education. J. Comput. Educ. 2019, 6, 587–612. [Google Scholar] [CrossRef] [Green Version]
- EDUCAUSE Learning Initiative (ELI). 7 Things You Should Know about Game Based Learning. Available online: https://library.educause.edu/-/media/files/library/2014/3/eli7106-pdf.pdf (accessed on 31 October 2019).
- Liarokapis, F.; Petridis, P.; Andrews, D.; de Freitas, S. Multimodal serious games technologies for cultural heritage. In Mixed Reality and Gamification for Cultural Heritage; Springer: Berlin, Germany, 2017; pp. 371–392. [Google Scholar]
- Yim, J.; Graham, T.C.N. Using Games to Increase Exercise Motivation. In Proceedings of the 2007 Conference on Future Play, Toronto, ON, Canada, 15–17 November 2007; ACM: New York, NY, USA, 2007; pp. 166–173. [Google Scholar] [CrossRef]
- Kiourt, C.; Koutsoudis, A.; Markantonatou, S.; Pavlidis, G. THE ’SYNTHESIS’ VIRTUAL MUSEUM. Mediterr. Archaeol. Archaeom. 2016, 16. [Google Scholar] [CrossRef]
- Kersten, T.P.; Tschirschwitz, F.; Deggim, S. Development of a virtual museum including a 4D presentation of building history in virtual reality. Int. Arch. Photogramm. Remote Sens. Spat. Inf. Sci. 2017, 42, 361. [Google Scholar] [CrossRef] [Green Version]
- Di Blas, N.; Paolini, P. Multi-user virtual environments fostering collaboration in formal education. J. Educ. Technol. Soc. 2014, 17, 54–69. [Google Scholar]
- Vásquez, S.; Peñafiel, M.; Cevallos, A.; Zaldumbide, J.; Vásquez, D. Impact of Game-Based Learning on Students in Higher Education. In Proceedings of the 9th Annual International Conference on Education and New Learning Technologies (EDULEARN), Barcelona, Spain, 3–5 July 2017; p. 4356. [Google Scholar]
- Soltani, P.; Vilas-Boas, J.P. Multi-user virtual environments for physical education and sport training. In Cases on Immersive Virtual Reality Techniques; IGI Global: Hershey, PA, USA, 2019; pp. 20–41. [Google Scholar]
- Tisserand, Y.; Magnenat-Thalmann, N.; Unzueta, L.; Linaza, M.T.; Ahmadi, A.; O’Connor, N.E.; Zioulis, N.; Zarpalas, D.; Daras, P. Preservation and gamification of traditional sports. In Mixed Reality and Gamification for Cultural Heritage; Springer: Berlin, Germany, 2017; pp. 421–446. [Google Scholar]
- Bozanta, A.; Kutlu, B.; Nowlan, N.; Shirmohammadi, S. Effects of serious games on perceived team cohesiveness in a multi-user virtual environment. Comput. Hum. Behav. 2016, 59, 380–388. [Google Scholar] [CrossRef]
- Klopfer, E.; Perry, J.; Squire, K.; Jan, M.F.; Steinkuehler, C. Mystery at the museum: A collaborative game for museum education. In Proceedings of the 2005 Conference on Computer Support for Collaborative Learning: Learning 2005: The Next 10 Years! International Society of the Learning Sciences, Taipei, Taiwan, 30 May–4 June 2005; pp. 316–320. [Google Scholar]
- Hays, M.J.; Lane, H.C.; Auerbach, D. Must Feedback Disrupt Presence in Serious Games? In Proceedings of the AIED Workshops, Memphis, TN, USA, 9–13 July 2013. [Google Scholar]
- Dell’Aquila, E.; Marocco, D.; Ponticorvo, M.; Di Ferdinando, A.; Schembri, M.; Miglino, O. Educational Games for Soft-Skills Training in Digital Environments: New Perspectives; Springer: Berlin, Germany, 2016. [Google Scholar]
- Kultima, A.; Paavilainen, J. Creativity techniques in game design. In Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, 14–17 November 2007; pp. 243–244. [Google Scholar]
- Parette, H.P.; Quesenberry, A.C.; Blum, C. Missing the boat with technology usage in early childhood settings: A 21st century view of developmentally appropriate practice. Early Child. Educ. J. 2010, 37, 335–343. [Google Scholar] [CrossRef]
- Sanford, K.; Starr, L.J.; Merkel, L.; Kurki, S.B. Serious games: Video games for good? E-Learn. Digit. Media 2015, 12, 90–106. [Google Scholar] [CrossRef]
- Van der Vegt, W.; Westera, W.; Nyamsuren, E.; Georgiev, A.; Ortiz, I.M. RAGE architecture for reusable serious gaming technology components. Int. J. Comput. Games Technol. 2016, 2016, 3. [Google Scholar] [CrossRef] [Green Version]
- Ceipidor, U.B.; Medaglia, C.; Volpi, V.; Moroni, A.; Sposato, S.; Carboni, M.; Caridi, A. NFC technology applied to touristic-cultural field: A case study on an Italian museum. In Proceedings of the 2013 5th international workshop on near field communication (NFC), Zurich, Switzerland, 5 February 2013; pp. 1–6. [Google Scholar]
- Ramić-Brkić, B. The Influence of Olfaction on the Perception of High-Fidelity Computer Graphics. Ph.D. Thesis, University of Warwick, Coventry, UK, 2012. [Google Scholar]
- Posner, M.I.; Petersen, S.E. The attention system of the human brain. Annu. Rev. Neurosci. 1990, 13, 25–42. [Google Scholar] [CrossRef]
- Husain, M.; Stein, J. Rezsö Bálint and his most celebrated case. Arch. Neurol. 1988, 45, 89–93. [Google Scholar] [CrossRef]
- Simons, D.J.; Chabris, C.F. Gorillas in our midst: Sustained inattentional blindness for dynamic events. Perception 1999, 28, 1059–1074. [Google Scholar] [CrossRef] [PubMed]
- Irwin, D.E.; Andrews, R.V. Integration and accumulation of information across saccadic eye movements. In Attention and Performance XVI: Information Integration in Perception and Communication; MIT Press: Cambridge, MA, USA, 1996; Volume 16, pp. 125–155. [Google Scholar]
- Luck, S.J.; Vogel, E.K. The capacity of visual working memory for features and conjunctions. Nature 1997, 390, 279. [Google Scholar] [CrossRef] [PubMed]
- Vayanou, M.; Ioannidis, Y. Storytelling games with art collections: Generic game-play design and preliminary evaluation through game testing sessions. In Proceedings of the 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Athens, Greece, 6–8 September 2017; pp. 264–271. [Google Scholar]
- Vayanou, M.; Ioannidis, Y.; Loumos, G.; Kargas, A. How to play storytelling games with masterpieces: From art galleries to hybrid board games. J. Comput. Educ. 2019, 6, 79–116. [Google Scholar] [CrossRef]
- Vayanou, M.; Loumos, G.; Kargas, A.; Sidiropoulou, O.; Apostolopoulos, K.; Ioannidis, E.; Kakaletris, G.; Ioannidis, Y. Cultural Mobile Games: Designing for ‘Many’. In Proceedings of the 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Vienna, Austria, 4–6 September 2019; pp. 1–4. [Google Scholar]
- Pagano, A.; Armone, G.; De Sanctis, E. Virtual Museums and audience studies: The case of “Keys to Rome” exhibition. In Proceedings of the 2015 Digital Heritage, Granada, Spain, 28 September–2 October 2015; Volume 1, pp. 373–376. [Google Scholar]
- Rizvić, S.; Okanović, V.; Prazina, I.; Sadžak, A. 4D virtual reconstruction of white bastion fortress. In Proceedings of the 14th Eurographics Workshop on Graphics and Cultural Heritage. Eurographics Association, Genova, Italy, 5–7 October 2016; pp. 79–82. [Google Scholar]
- Salen, K.; Tekinbaş, K.S.; Zimmerman, E. Rules of Play: Game Design Fundamentals; MIT Press: Cambridge, MA, USA, 2004. [Google Scholar]
Pros: | Facilitating Factors: |
---|---|
Motivation and Engagement | Simple vs. complex game design |
Multi-modality design | |
Cross-platform gaming technologies for building personal exhibits | |
Incentive structures (rewarding mechanism) | |
Possibility of Team Work | Multi user virtual environment |
Progress Assessment | Prompt positive/negative feedback |
Graceful failure | |
Simultaneous multiple incentive structures | |
Instantaneous/delayed feedback | |
Creativity Enhancement | Expert team utilization for methodological approach of creative idea production |
Well defined learning objectives | |
Entertainment appeal |
© 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Ćosović, M.; Brkić, B.R. Game-Based Learning in Museums—Cultural Heritage Applications. Information 2020, 11, 22. https://doi.org/10.3390/info11010022
Ćosović M, Brkić BR. Game-Based Learning in Museums—Cultural Heritage Applications. Information. 2020; 11(1):22. https://doi.org/10.3390/info11010022
Chicago/Turabian StyleĆosović, Marijana, and Belma Ramić Brkić. 2020. "Game-Based Learning in Museums—Cultural Heritage Applications" Information 11, no. 1: 22. https://doi.org/10.3390/info11010022