Gamification in Informal Education Environments: A Case Study
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 ToadReferences
- 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
- 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
- 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
- Cavallucci, D., (2002). TRIZ, the Altshullerian innovation approach to solving problems, Engineering Design Synthesis, AmareshChakrabarti (Ed), pp. 131-149.Google Scholar
- 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
- 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
- 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
- Cuenca, J. and Martín, M. (2010). Virtual games in social science education. Computers & Education, 55, 1336-1345.CrossRefGoogle Scholar
- Cuesta, C. and Gómez, C. (2008). Desarrollo de un videojuego serio de competencias ciudadanas. Vector, 3, 82-89.Google Scholar
- Daskolia, M. and Kynigos, C. (2012). Applying a Constructionist Frame to Learning about Sustainability. Creative Education, 3, 818-823.CrossRefGoogle Scholar
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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.
- 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
- 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
- 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
- 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
- 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
- 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
- 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).
- 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
- 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
- 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
- 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
- MORENO S, Isidro (2002); Musas y Nuevas Tecnologías. El relato hipermedia. Paidos Iberica.Google Scholar
- 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
- 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
- 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
- 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
- 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
- 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.
- Salamatov, Y. (1999). TRIZ: The right solution at the right time. Krasnoyarsk: Insytec B.VGoogle Scholar
- Savransky S. (2000). Engineering of Creativity. (first edition), Boca Raton, USA: CRC Press.Google Scholar
- Schell, J. (2008) The Art of Game Design: A book of lenses. CRC Press.Google Scholar
- Schraagen, J.M.C., Chipman, S.E., and Shalin, V.L. (2000). Cognitive task analysis. Mahwah, NJ: Lawrence Erlbaum Associates.Google Scholar
- 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.
- 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).
- 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
- 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
- Wikipedia (2013). Laguna de Sonso Nature Reserve. http://en.wikipedia.org/wiki/Laguna_de_Sonso_Nature_Reserve
- 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
- 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
- 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
- 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).