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- Crescendo: Routine Learning App for Children with Autism Spectrum DisordersPublication . Cesário, Vanessa; Rodrigues, Joel; Li, Helen; Wu, Iris; Nisi, ValentinaCrescendo is an ongoing project aimed to provide children with High Functioning Autism, their teachers and carers with a communication tool that bridges them. Crescendo guides carers in teaching and immersing their child in a virtual environment that mimics the real world, helping them to make sense of it and interact with objects and places in order to become self-reliant in atomized, step-by-step routines. Crescendo is a two-sided app design, one for carers and another for children. It provides both with tool for monitoring and incremental step-by-step learning.
- Augmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s PalacePublication . Nisi, Valentina; Cesário, Vanessa; Nunes, NunoMemories of Carvalhal’s Palace – Haunted Encounters is an Aug mented Reality (AR) location-based game which involves players in uncovering the mystery behind the haunted aspects of a museum premises. The game de ployed at the Natural History Museum of Funchal makes use of mobile interac tive AR and gaming strategies to promote the engagement of teenage visitors (digital natives) in museum experiences. Through this game, the audience em barks in a journey through the museum spaces, collecting scientific information about selected exhibits, while interacting with their tridimensional (3D) AR mod els. The audience’s interactions with the museum exhibits are rewarded with pieces of a map, which will guide them to a hidden location, the scientific library of the museum. There participants can finally unlock the mysteries they have been summoned to solve. The game’s goal stems from the fact that digital native teenagers are identified as an audience group that is often excluded from a mu seum’s curatorial strategies [1] and as consequence, they appears to be generally disinterested in what museums might offer [2]. In this article, we present the de scription and rational behind Memories of Carvalhal’s Palace: Haunted Encoun ters mobile gaming application and then discuss the results of first empirical tests performed to evaluate the usefulness and usability of the game.
- 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.
- Ler, ver e ouvir: estudos sobre narrativas infanto-juvenis em suporte impresso e em suporte digital (e-book e áudio-livro)Publication . Cesário, Vanessa Quintal; Barbeitos, Diana Pimentel Penberthy de AraújoA presente dissertação de Mestrado é apresentada para a obtenção do Grau de Mestre em Gestão Cultural pela Universidade da Madeira. Esta investigação pretende efectuar uma breve revisão da bibliografia teórica acerca do livro em suporte impresso e do livro em suporte digital. Naturalmente que foram convocados conceitos como hipertexto, hipermédia e multimédia. A pergunta a formular no decurso desta investigação poderá parecer simples: como é que a linguagem (nas suas dimensões oral e escrita) no ecrã poderá funcionar de diferente forma no papel? Para tentar responder a esta questão foi imprescindível uma investigação em contexto prático para se poder obter uma resposta fundamentada e rigorosa ao problema colocado. O trabalho de campo (em contexto prático, portanto) realizou-se a partir da criação de um texto inédito, escrito pela autora da presente dissertação, através do qual se pretendeu aferir e analisar os efeitos da transição da escrita em suporte papel para meios digitais e/ou a coexistência de ambos os suportes, de forma a tentar compreender a forma como a substituição e/ou a co-presença de meios poderá afectar (e de que modo) a compreensão textual de crianças em contexto educativo, tendo em grande medida por objectivo analisar a influência da escrita e dos áudio-livros no processo de aprendizagem de crianças do 4º ano do 1º Ciclo do Ensino Básico. Para este efeito, elaborou-se um livro em papel e um e-book para ser visualizado no ecrã de um computador e, por comparação, aferir a reacção das crianças perante os dois artefactos. Após as conclusões obtidas neste trabalho de campo, estas foram motivo de reflexão e ponto de partida para a realização de uma aplicação interactiva que neste momento está disponibilizada na store da Apple apenas para iPads.
- Children's books: Paper VS Digital, What Do They Prefer?Publication . Cesário, Vanessa; Freitas, Paulo; Pimentel, Diana; Nisi, ValentinaIn this paper we present a study through which we intended to understand children’s preference towards book formats, in particular digital or paper ones. To accomplish this, we created an original story (Ritinha) illustrated by two children. The traditional book format was composed by static images and text. The digital format had animated images, hyperlinks to navigate to different parts of the story and static text complemented by an audio narrative. We conducted a field study with 105 children in order to observe in which format children would prefer to read a book: if in paper or in digital format. The method used to accomplish this task was direct observation.