Gamification in Informal Education Environments: A Case Study

  • Edmond C. Prakash
  • Madhusudan Rao
Part of the International Series on Computer Entertainment and Media Technology book series (ISCEMT)

Abstract

Technology is part of museography and heritage (Rodríguez Sánchez 2012). Particularly, technologies based on visual and graphical computing such as Virtual Reality, Mixed Reality, Video games and their interactive capabilities are used to present sciences, ancient cultures and artefacts, in a way they become accessible through a variety of computing devices using diverse software applications (Sundstedt et al. 2004; Hemminger et al. 2004; Herbst et al. 2008; Horn et al. 2012; Pillat et al. 2012). Virtual Reality allows visitors to explore multiple spaces and to observe and interact with virtual replicas of valuable artefacts within an immersive realistic digital environment (Hemminger et al. 2004). Mixed Reality brings the experience from a single screen to the three dimensional space, augmenting perception of reality by combining the visualisation or real and virtual objects and aiding location and navigation (Mata et al. 2011; De Bérigny Wall and Wang 2008).

Keywords

Virtual Reality Video Game Migratory Bird Mixed Reality Cane Toad 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. Aparicio, A.F., Gutiérrez Vela, F.L., González Sánchez, J.L. and Isla Montes, J.L. (2012). Analysis and application of gamification. En: Proceedings of the 13th International Conference on Interacción Persona-Ordenador (INTERACCION ’12). ACM, New York, NY, USA,, Article 17, 2 pages. DOI= 10.1145/2379636.2379653 http://doi.acm.org/10.1145/2379636.2379653
  2. Barab, S., Scott, B., Siyahhan S., Goldstone, R., Ingram-Goble, A., Zuiker, S., and Warren, S. (2009). Transformational play as a curricular scaffold: Using videogames to support science education. Journal of Science Education and Technology, 18(4), 305-320.CrossRefGoogle Scholar
  3. Bellotti, F., Berta, R., De Gloria, A., D’ursi, A. and Fiore, V. (2013). A serious game model for cultural heritage. J. Comput. Cult. Herit. 5, 4, Article 17 (January 2013), 27 pages. DOI= 10.1145/2399180.2399185 http://doi.acm.org/10.1145/2399180.2399185
  4. Cavallucci, D., (2002). TRIZ, the Altshullerian innovation approach to solving problems, Engineering Design Synthesis, AmareshChakrabarti (Ed), pp. 131-149.Google Scholar
  5. Clark, R.E., Feldon, D., van Merriënboer, J., Yates, K., and Early, S. (2007). Cognitive task analysis. En: J.M. Spector, M.D. Merrill, J.J.G. van Merriënboer, and M.P. Driscoll (Eds.), Handbook of research on educational communications and technology. Mahwah, NJ: Erlbaum.Google Scholar
  6. Coenen, T., Mostmans, L. and Naessens, K. (2013). MuseUs: Case study of a pervasive cultural heritage serious game. J. Comput. Cult. Herit. 6, 2, Article 8 (May 2013), 19 pages. DOI=http://dx.doi.org/10.1145/2460376.2460379 http://doi.acm.org/http://dx.doi.org/10.1145/2460376.2460379
  7. Cuddy, L. (2011). The Art of Videogames. Journal ofAestheticsand Art Criticism, Vol. 69, Issue 4, 430-433. (DOI:  10.1111/j.1540-6245.2011.01485_8.x).CrossRefGoogle Scholar
  8. Cuenca, J. and Martín, M. (2010). Virtual games in social science education. Computers & Education, 55, 1336-1345.CrossRefGoogle Scholar
  9. Cuesta, C. and Gómez, C. (2008). Desarrollo de un videojuego serio de competencias ciudadanas. Vector, 3, 82-89.Google Scholar
  10. Daskolia, M. and Kynigos, C. (2012). Applying a Constructionist Frame to Learning about Sustainability. Creative Education, 3, 818-823.CrossRefGoogle Scholar
  11. DE BÉRIGNY WALL, Caitilin and WANG, Xiangyu (2008): Interactive Antarctica: a museum installation based on an augmented reality system, en Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts (DIMEA ’08), ACM, New York, NY, USA, 319-325. DOI= 10.1145/1413634.1413692 http://doi.acm.org/10.1145/1413634.1413692
  12. Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011, May). Gamification: Using Game Design Elements in Non-Gaming Contexts. Paper presented at CHI 2011, Vancouver, BC, Canada.Google Scholar
  13. DUNN, Robert (2002): The virtual dig, en ACM SIGGRAPH 2002 conference abstracts and applications (SIGGRAPH ’02), ACM, New York, NY, USA, 122-123. DOI= 10.1145/1242073.1242139 http://doi.acm.org/10.1145/1242073.1242139
  14. Froschauer, J., Merkl, D., Arends, M. and Goldfarb, D. (2013). Art history concepts at play with ThIATRO. J. Comput. Cult. Herit. 6, 2, Article 7 (May 2013), 15 pages. DOI=http://dx.doi.org/10.1145/2460376.2460378 http://doi.acm.org/http://dx.doi.org/10.1145/2460376.2460378
  15. HAGBI, Nate, BERGIG, Oriel, EL-SANA, Jihad and BILLINGHURST, Mark (2011): Shape Recognition and Pose Estimation for Mobile Augmented Reality en IEEE Transactions on Visualization and Computer Graphics 17, 10 (October 2011), 1369-1379. DOI= 10.1109/TVCG.2010.241 http://dx.doi.org/10.1109/TVCG.2010.241
  16. HALL, Tony, CIOLFI, Luigina, BANNON, Liam, FRASER, Mike, BENFORD, Steve, BOWERS, John, GREENHALGH, Chris, HELLSTRÖM, Sten-Olof, IZADI, Shahram, SCHNÄDELBACH, Holger and FLINTHAM, Martin (2001): The visitor as virtual archaeologist: explorations in mixed reality technology to enhance educational and social interaction in the museum, en Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage (VAST ’01), ACM, New York, NY, USA, 91-96. DOI= 10.1145/584993.585008 http://doi.acm.org/10.1145/584993.585008
  17. HEMMINGER, Bradley M., BOLUS, Gerald and SCHIFF, Doug (2004): Visiting virtual reality museum exhibits, en Proceedings of the 4th ACM/IEEE-CS joint conference on Digital libraries (JCDL ’04), ACM, New York, NY, USA, 423-423. DOI= 10.1145/996350.996490 http://doi.acm.org/10.1145/996350.996490
  18. HERBST, Iris, BRAUN, Anne-Kathrin, MCCALL, Rod and BROLL, Wolfgang (2008): TimeWarp: interactive time travel with a mobile mixed reality game, en Proceedings of the 10th international conference on Human computer interaction with mobile devices and services (MobileHCI ’08), ACM, New York, NY, USA, 235-244. DOI= 10.1145/1409240.1409266 http://doi.acm.org/10.1145/1409240.1409266.
  19. Hernández, L.A., Barneche Naya, V. (2012) Joint spaces between schools and museums via virtual worlds: a case study. Proceedings of the 2012 ACM workshop on User experience in e-learning and augmented technologies in education, 2012.Google Scholar
  20. HORN, Michael, LEONG, ZeinaAtrash, BLOCK, Florian, DIAMOND, Judy, EVANS, E. Margaret, PHILLIPS, Brenda and SHEN, Chia (2012): Of BATs and APEs: an interactive tabletop game for natural history museums, en Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’12), ACM, New York, NY, USA, 2059-2068. DOI= 10.1145/2207676.2208355 http://doi.acm.org/10.1145/2207676.2208355
  21. Hwang, G. and Wu, P. (2012). Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), 6-10.CrossRefGoogle Scholar
  22. Kapp, K.M., (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education (1st ed.). Pfeiffer & Company.Google Scholar
  23. Kieras D. E., and Meyer D. E. (2000). The role of cognitive task analysis in the aplication of predictive model of human performance. En: J. M Schraagen, S. F Chipman, and V. L Shalin, (Eds.). Cognitive task analysis (pp. 237-260). Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
  24. Lasimone, A., Solla, L. (2013). Sm-Art (Social Media of Art) for the renaissance of culture on web. Procedia Chemistry, 8, 302–306.Google Scholar
  25. Macera, P., Jiménez Borja, A. and Franke, I. (1977). Trujillo del Perú. Baltazar Jaime Martínez Compañón. Acuarelas, siglo XVIII. Lima: Fundación del Banco Continental. Disponible en web: (www.biblioteca.fundacionbbva.pe/libros/libro_000049.pdf) (10-9-2013).
  26. Martín del Pozo, M. (2012, Octubre). Videojuegos y educación ambiental en educación primaria. Conferencia presentada en el III Congreso Internacional Comunicación 3.0, Salamanca. Documento recuperado de http://campus.usal.es/~comunicacion3punto0/comunicaciones/2012/608.pdf
  27. MASUDA, Nobuo (1998): The virtual archaeologist, en ACM SIGGRAPH 98 Conference abstracts and applications (SIGGRAPH ’98), ACM, New York, NY, USA, 153-. DOI= 10.1145/280953.281391 http://doi.acm.org/10.1145/280953.281391
  28. MATA, Felix, CLARAMUNT, Christophe and JUAREZ, Alberto (2011): An experimental virtual museum based on augmented reality and navigation en Proceedings of the 19th ACM SIGSPATIAL International Conference on Advances in Geographic Information Systems (GIS ’11), DivyakantAgrawal, Isabel Cruz, Christian S. Jensen, EyalOfek, and EgemenTanin (Eds.). ACM, New York, NY, USA, 497-500. DOI= 10.1145/2093973.2094058 http://doi.acm.org/10.1145/2093973.2094058
  29. Militello, L. G and Hutton, R. J. (1998). Applied cognitive task analysis (ACTA): a practitioner’s toolkit for understanding cognitive task demands. Ergonomics, 41, 1618-1641.CrossRefGoogle Scholar
  30. MORENO S, Isidro (2002); Musas y Nuevas Tecnologías. El relato hipermedia. Paidos Iberica.Google Scholar
  31. NAVARRO NEWBALL, A., CONTRERAS, V., ALVARADO, A., HERRERA, F., MEJIA, J., ARYA, A., MIKE-IFETA, E., PRAKASH, E., MORENO, I. (2013): Graphics and Interaction for Education and Entertainment at Museums, en Computers in Entertainment. ACM. Accepted, 24-Feb-2013.Google Scholar
  32. Neto, J.N., Silva, R., Neto, J.P., Madeiras Pereira, J. and Fernandes, J. (2011) Solis’Curse - A Cultural Heritage Game Using Voice Interaction with a Virtual Agent. In Proceedings of the 2011 Third International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES ’11). IEEE Computer Society, Washington, DC, USA, 164-167. DOI= 10.1109/VS-GAMES.2011.31 http://dx.doi.org/10.1109/VS-GAMES.2011.31
  33. Ochoa-Angrino, S., Aguilar-Zambrano, J. Navarro-Newball, A.A. Jaramillo-Ramírez, A. and Henao-Romero, L. (2013). El uso de TRIZ y análisis cognitivo de tareas para diseñar escenarios de aprendizaje en museos. Pensamiento Psicológico. ISSN 1657-8961. Accepted for publication.Google Scholar
  34. PILLAT, Remo, NAGENDRAN, Arjun and LINDGREN, Robb (2012): A mixed reality system for teaching STEM content using embodied learning and whole-body metaphors, en In Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry (VRCAI ’12). ACM, New York, NY, USA, 295-302. DOI= 10.1145/2407516.2407584 http://doi.acm.org/10.1145/2407516.2407584
  35. Pinder, D. (2013). Dis-locativearts: mobile media and the politics of global positioning. Continuum Journal of Media & Cultural Studies, vol. 27, Issue 4, 523-541. (DOI:  10.1080/10304312.2013.803303).CrossRefGoogle Scholar
  36. RODRÍGUEZ SÁNCHEZ, Keylin (2012): Las musas del siglo XXI: indicios del cambio educativo museal. Revista de Actualidades Investigativas en Educación, n° 12 (2) 1-15. Disponible en: http://revista.inie.ucr.ac.cr/uploads/tx_magazine/musas-principio-siglo-xxi-indicios-cambio-educativo-museal-rodriguez.pdf. Consultado el 1 de septiembre de 2013.
  37. Salamatov, Y. (1999). TRIZ: The right solution at the right time. Krasnoyarsk: Insytec B.VGoogle Scholar
  38. Savransky S. (2000). Engineering of Creativity. (first edition), Boca Raton, USA: CRC Press.Google Scholar
  39. Schell, J. (2008) The Art of Game Design: A book of lenses. CRC Press.Google Scholar
  40. Schraagen, J.M.C., Chipman, S.E., and Shalin, V.L. (2000). Cognitive task analysis. Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
  41. SUNDSTEDT, Veronica, CHALMERS, Alan and MARTINEZ, Philippe (2004): High fidelity reconstruction of the ancient Egyptian temple of Kalabsha, en Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa (AFRIGRAPH ’04), ACM, New York, NY, USA, 107-113. DOI= 10.1145/1029949.1029970 http://doi.acm.org/10.1145/1029949.1029970.
  42. Thomas, P. & Martin, E. (2008). Using a phenomenographic approach in evaluating hypermedia stories. Computer & Education, vol. 50, Issue 2,613-626.(DOI:  10.1016/j.compedu.2007.09.014).
  43. Tsai, F., Yu. K., and Hsiao, H. (2012). Exploring the Factors Influencing Learning Effectiveness in Digital Game-based Learning. Educational Technology & Society, 15 (3), 240–250.Google Scholar
  44. Velasco, D.A. (2013). Incorporación de Técnicas Alternativas de Interacción en un Libro de Realidad Aumentada. MSc Thesis, Pontificia Universidad Javeriana, Cali - Colombia.Google Scholar
  45. Wikipedia (2013). Laguna de Sonso Nature Reserve. http://en.wikipedia.org/wiki/Laguna_de_Sonso_Nature_Reserve
  46. WOJCIECHOWSKI, Rafal, WALCZAK, Krzysztof, WHITE, Martin and CELLARY, Wojciech (2004): Building Virtual and Augmented Reality museum exhibitions, en Proceedings of the ninth international conference on 3D Web technology (Web3D ’04), ACM, New York, NY, USA, 135-144. DOI= 10.1145/985040.985060 http://doi.acm.org/10.1145/985040.985060
  47. Wrzesien M. and Alcañiz, M. (2010). Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project. Computers & Education, 55, 178-187.CrossRefGoogle Scholar
  48. Yang, J., Chien, K. and Liu, T (2012). A digital game-based learning system for energy education: An energy conservation pet. The Turkish Online Journal of Educational Technology,11(2), 27-37.Google Scholar
  49. Yoon, S., Elinich, K., Wang, J. Et. Al. (2012). Using augmented reality and knowledge-building scaffolds to improve learning in a science museum. International Journal of Computer-Supported Collaborative Learning, vol. 7, Issue 4, 519-541. (DOI:  10.1007/s11412-012-9156-x).

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Edmond C. Prakash
    • 1
  • Madhusudan Rao
    • 2
  1. 1.University of BedfordshireLutonUK
  2. 2.Dell IndiaBangaloreIndia

Personalised recommendations