1 / 22

Designing Socio-Cultural Learning Games: Challenges and Lessons Learned

Designing Socio-Cultural Learning Games: Challenges and Lessons Learned. Josef Froschauer, Max Arends, Doron Goldfarb, Martin Weingartner, Dieter Merkl Vienna University of Technology. Outline. Motivation An Immersive Cultural Training Challenges & Lessons Learned

remick
Download Presentation

Designing Socio-Cultural Learning Games: Challenges and Lessons Learned

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Designing Socio-Cultural Learning Games: Challenges and Lessons Learned Josef Froschauer, Max Arends, Doron Goldfarb, Martin Weingartner, Dieter Merkl Vienna University of Technology

  2. Outline • Motivation • An Immersive Cultural Training • Challenges & Lessons Learned • An Immersive Art Training Online • Conclusion and Future Work

  3. Motivation • Cultural Heritage preservation is developing in a changing world and preservation professionals need to adapt to changes. • Huge interest in Serious Games and Gamification • Our research question: Does Serious Gaming awake interest in tangible and intangible attributes of cultural heritage?

  4. Cultural Heritage Games • Intangible Attributes: ICURA • Adventure game that istargetedatunderstandingcontemporaryJapanesecultureandetiquette. • Tangible Attributes: ThIATRO • Helps students learn art history, • Make the communication of art historical facts an entertaining experience.

  5. Serious Games Relatives J. Breuer, G. Bente: Why so serious? On the Relation of Serious Games and Learning (2010)

  6. ICURA ICURA - ImmersiveCultural Training • Serious Game thatistargetedatunderstandingcontemporaryJapanesecultureandetiquette. • 3D adventuregamethatteachesculturalawarenessin a safeenvironment. • Learnerplays an activerole in thelearningprocess (Constructivistlearningtheory)

  7. Gameplay Movie

  8. www.itchy-feet.org/

  9. Evaluation • How much information does the game communicate? (Comparison of pre- and post-test results) • Does ICURA spark the interest in Japanese culture? (Questionnaires)

  10. Guidelines & Lessons Learned • Keep access barrier low: cross platform and online! • Cross-Disciplinarity: cooperate with experts and clearly define learning goals. • Constructivism: Learner plays an active role in the learning process. • Start from scratch: Do not suppose any knowledge, let the player use newly gained knowledge. • Obey Game Design principles: as used in commercial games • Make it public: make use of Web 2.0 platforms

  11. ThIATRO – The Immersive Art Training Online • Online game that aims at raising the interest in art history, contemporary culture and cultural heritage. • Helps students learn art history • Make the communication of art historical facts an entertaining experience.

  12. What is it about? • Player slips into the role of a museums curator • In every level, a special exhibition has to be arranged. • Player has to collect paintings from different virtual museums to fulfill a specific task. • Data: Web Gallery of Art (www.wga.hu), 18.000 works from 1100 to 1850

  13. Learning Content Genres (Tutorial) Iconography • Famous Topics in Art Perspective Eras of Art Lighting and Shading • Specific Artist (Caravaggio)

  14. Gameplay Movie

  15. www.thiatro.info

  16. Making of...

  17. Making of...

  18. Making of...

  19. Making of... Unity Game Development Tool +

  20. Evaluation • 20 pupils (12 female, 8 male), 14 years on average • Control Group (classroom), Experimental Group (playing ThIATRO) • Both approaches were equally successful in communicating knowledge. • BUT: ThIATRO is more motivating and makes them learn at home.

  21. Conclusion & Future Work • Games are a powerful tooltocommunicateknowledge • Exclusivelyplayingis not thesolution • Games do not replaceeducators/teachers. The keyistoraisetheinterestandtomakethepeoplelearnathome. • Future Work: Possibilitiesformultiplayergamesandmuseumsinformatics.

  22. Thank You! Josef Froschauer Email: josef.froschauer@ec.tuwien.ac.at Web: http://vsem.ec.tuwien.ac.at/

More Related