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- Gaming versus storytelling: understanding children’s interactive experiences in a museum settingPublication . Radeta, Marko; Cesário, Vanessa; Matos, Sónia; Nisi, ValentinaMuseum’s audiences are increasingly looking for compelling expe‐ riences where, besides learning, engagement and enjoyment are key success factors. While gaming and storytelling are considered to be common approaches to engage audiences with a museum’s collections, a formal comparison of the two has not been found in literature. In this paper, we present the design and compa‐ rative study of two distinct interventions, namely a mobile game and a mobile story that were designed to engage a young audience with the exhibit of the local natural history museum. Focusing on the same scientific content derived from the museum’s collection, we compare the effects of both interactive experiences on a group of children. When comparing engagement, enjoyment and learning outcomes, we correlate results with data derived from observations and skin conductance biofeedback. The data collected so far suggest that children are 27% more excited when using the game application compared with the story driven one. Moreover, we find that children’s excitement peaks when encountering selected artefacts presented in the museum exhibit. Finally, children’s learning nearly doubled (44%) when using the game based experience versus the story. We conclude the paper by discussing the implications of our findings and by proposing potential future improvements.
- Shifting from the Children to the Teens’ Usability: Adapting a Gamified Experience of a Museum TourPublication . Cesário, Vanessa; Radeta, Marko; Coelho, António; Nisi, ValentinaIn this poster, we are addressing the topic of "system’s evaluation" from the point of view of assessing the usability of a gamified experience with 20 teenagers aged 15-17 years. The currently tested experience was ideally designed for children 9-10 years. In order to adapt the application to teenagers, we tested it with 20 targeted users. In this poster, we share the results and encourage a discussion among the researchers about how to adapt the gamified experience designed for children to a teenage audience.