1. A Smartphone app for Teenagers: Ubiquizzous Learning at the German Museum of Technology.
- Author
-
Kreft, Anika
- Subjects
GAMIFICATION ,MOBILE apps ,EDUCATIONAL tests & measurements ,MUSEUM buildings ,INTERACTIVE museum exhibits ,GAMES & technology ,TEENAGERS - Abstract
Following the success of its first smartphone quiz, the Department of Education of the German Museum of Technology has streamlined its content management system to allow staff members to build game-based tours for new exhibitions in time frames of days rather than months. This paper describes lessons learnt over the past year from games covering topics as diverse as the history of aviation, navigation and communication networks. Players download the games on their smartphones and follow them through various locations in the exhibition. Each game guides players using visual cues, sensitising them to their surroundings and challenging them with quiz questions based upon information available from the exhibits. The quizzes make use of smartphone instruments (such as cameras for selfie-competitions) to make the learning experience more entertaining. Player feedback suggests that the games help to reduce the anxiety barrier between visitors and exhibition content (notably helping teenagers to interact with objects in hands-on displays). Our first meta-data analysis of player behaviour suggests that different forms of game elements influence the time and attention that different age groups invest at different exhibits and their surroundings. We are tackling the question of whether this experience ultimately influences the learning outcome of the visit by embedding more games into our exhibitions and tuning their dynamics. [ABSTRACT FROM AUTHOR]
- Published
- 2016