skip to main content
research-article

Situated Tangible Gamification of Heritage for Supporting Collaborative Learning of Young Museum Visitors

Published:05 February 2020Publication History
Skip Abstract Section

Abstract

Museums offer an ideal environment for informal cultural learning on heritage artifacts, where visitors get engaged in learning due to an intrinsic motivation. Sharing the museum space among visitors allows for collective learning experiences and socializing with each other. Museums aim to design and deploy Tangible User Interfaces (TUIs) in order to embrace the physical materialities of artifacts in the visiting experience. TUIs are believed to be more collaborative, attract more visitors, and persuade them to explore further. Cultural learning on heritage artifacts is particularly meaningful from the early age when opinions and attitudes are shaped. Museums accordingly follow a gamification approach (i.e., using game elements in a non-game context) to provide a collaborative and entertaining learning experience to young visitors. In this study, we investigate the implications of merging these two approaches in order to take advantage of the qualities of both TUIs and gamification in an educational museum context.

Accordingly, we present TouchTomb and its evaluation in a real-world museum environment. TouchTomb is a situated tangible gamification installation that aims to enhance informal cultural learning for young visitors and to foster engagement and collaboration among them. The basis of the installation is a shared progress bar and three games with different spatial configurations, embedded into a custom fabricated replica of an original ancient Egyptian tomb-chapel wall on a 1:1 scale. Our field study involved 14 school visits with a total number of 190 school pupils (from 10 to 14 years old). We deployed a mixed-method evaluation to investigate how such a tangible gamification approach entertains and educates 15 pupils collectively for a maximum of 15 minutes, including the evaluation procedures. We particularly investigated how the different spatial configurations of the game setups influenced the stages of pupils’ cultural learning, and the levels of engagement and collaboration among them. We conclude the article by discussing the qualities of tangible gamification and its role in facilitating cultural learning. For instance, cultural learning is enhanced by situating heritage artifacts in the experience, and embedding learning in the reward system. Engagement and collaboration among visitors are fostered by creating a sense of ownership and designing a diversity of goals.

References

  1. F. R. H. Andrade, R. Mizoguchi, and S. Isotani. 2016. The bright and dark sides of gamification. In Intelligent Tutoring Systems (ITS’16), Lecture Notes in Computer Science, Vol. 9684, A. Micarelli, J. Stamper, K. Panourgia (Eds.). Springer, 176--186. DOI:https://doi.org/10.1007/978-3-319-39583-8_17Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. F. Bellotti, R. Berta, A. De Gloria, A. D'ursi, and V. Fiore. 2012. A serious game model for cultural heritage. Journal on Computing and Cultural Heritage (JOCCH) 5, 4 (2012), 1--27. DOI:https://doi.org/10.1145/2399180.2399185Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. M. B. Carvalho, F. Bellotti, R. Berta, A. De Gloria, C. I. Sedano, J. B. Hauge, J. Hu, and M. Rauterberg. 2015. An activity theory-based model for serious games analysis and conceptual design. Computers 8 Education 87 (2015), 166--181. DOI:https://doi.org/10.1016/j.compedu.2015.03.023Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. S. Claes and A. Vande Moere. 2015. The role of tangible interaction in exploring information on public visualization displays. In Proceedings of the 4th International Symposium on Pervasive Displays (PerDis’15), 201--207. DOI:https://doi.org/10.1145/2757710.2757733Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. T. Coenen, L. Mostmans, and K. Naessens. 2013. MuseUs: Case study of a pervasive cultural heritage serious game. Journal on Computing and Cultural Heritage (JOCCH) - Special Issue on Serious Games for Cultural Heritage 6, 2 (2013), 8. DOI:https://doi.org/10.1145/2460376.2460379Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. C. Crook. 1998. Children as computer users: The case of collaborative learning. Computers 8 Education 30 (3--4), 237--247. DOI:https://doi.org/10.1016/S0360-1315(97)00067-5Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. M. Csikszentmihalyi and K. Hemanson. 1995. Intrinsic motivation in museums: Why does one want to learn? In Public Institutions for Personal Learning: Establishing a Research Agenda, J. H. Falk and L. D. Dierking (Eds.). Washington, DC: American Association of Museums, Technical Information Service, 67--77.Google ScholarGoogle Scholar
  8. S. Deterding, M. Sicart, L. Nacke, K. O'Hara, and D. Dixon. 2011. Gamification using game-design elements in non-gaming contexts. In Proceedings of the CHI’11 Extended Abstracts on Human Factors in Computing Systems (CHI EA’11). 2425--2428. DOI:https://doi.org/10.1145/1979742.1979575Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. L. D. Dierking and J. H. Falk. 1998. Understanding free-choice learning: A review of the research and its application to museum web sites. Museum and the Web. Canada, Retrieved January 25, 2019 from www.museumsandtheweb.com.Google ScholarGoogle Scholar
  10. S. Dudley. 2010. Museum Materialities: Objects, Engagements, Interpretations. Routledge, London, UK.Google ScholarGoogle Scholar
  11. D. Duranti. 2017. Tangible Interaction in Mmuseums and Cultural Heritage Sites: Towards a Conceptual and Design Framework. PhD Thesis. IMT School for Advanced Studies, Lucca, Italy.Google ScholarGoogle Scholar
  12. J. Falk. 1998. Visitors: Who does, who doesn't and why. Museum News 77, 2 (1998), 38--43.Google ScholarGoogle Scholar
  13. J. Falk and L. Dierking. 2002. Lessons without Limit: How Free-Choice Learning is Transforming Education. AltaMira Press, Walnut Creek.Google ScholarGoogle Scholar
  14. J. Froschauer, M. Arends, D. Goldfarb, and D. Merkl. 2012. A serious heritage game for art history: Design and evaluation of ThIATRO. In Proceedings of the 18th International Conference on Virtual Systems and Multimedia. 283--290. DOI:https://doi.org/10.1109/VSMM.2012.6365936Google ScholarGoogle Scholar
  15. A. Gillet, M. Sanner, D. Stoffler, and A. Olson. 2005. Tangible interfaces for structural molecular biology. Structure 13, 3 (2005), 483--491. DOI:https://doi.org/10.1016/j.str.2005.01.009Google ScholarGoogle ScholarCross RefCross Ref
  16. S. H. Ham. 2013. Interpretation—Making a Difference on Purpose. Fulcrum Publishing, Colorado.Google ScholarGoogle Scholar
  17. J. Hamari, J. Koivisto, and H. Sarsa. 2014. Does gamification work? A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Science. 3025--3034. DOI:https://doi.org/10.1109/HICSS.2014.377Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. R. Hammady, M. Ma, and N. Temple. 2016. Augmented reality and gamification in heritage museums. In Proceedings of the Joint International Conference on Serious Games (JCSG’16), Serious Games. Lecture Notes in Computer Science, Vol. 9894, T. Marsh, M. Ma, M. Oliveira, J. Baalsrud Hauge, and S. Göbel (Eds.). Springer, 181--187, DOI:https://doi.org/10.1007/978-3-319-45841-0_17Google ScholarGoogle Scholar
  19. G. E. Hein. 1998. Learning in the Museum. Routledge, London.Google ScholarGoogle Scholar
  20. T. Z. Henderson and D. J. Atencio. 2007. Integration of play, learning, and experience: What museums afford young visitors. Early Childhood Education Journal 5, 3 (2007), 245--251. DOI:https://doi.org/10.1007/s10643-007-0208-1Google ScholarGoogle ScholarCross RefCross Ref
  21. E. Hooper-Greenhill. 1999. The Educational Role of the Museum. Psychology Press.Google ScholarGoogle Scholar
  22. E. Hooper-Greenhill. 2013. Museums and their Visitors. Routledge, London.Google ScholarGoogle Scholar
  23. E. Hornecker. 2004. A design framework for designing tangible interaction for collaborative use. Retrieved January 10, 2019 from http://www.ehornecker.de/Papers/DanishHCI.pdf.Google ScholarGoogle Scholar
  24. E. Hornecker. 2005. A design theme for tangible interaction: Embodied facilitation. In ECSCW 2005, H. Gellersen, K. Schmidt, M. Beaudouin-Lafon, and W. Mackay (Eds.). Springer, Dordrecht. DOI:https://doi.org/10.1007/1-4020-4023-7_2Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. C. Hoyles. 1985. What is the point of group discussion in mathematics? Studies in Mathematics 16, 2 (1985), 205--214. DOI:http://www.jstor.org/stable/3482346Google ScholarGoogle ScholarCross RefCross Ref
  26. W. H. Huang and D. Soman. 2013. A Practitioner's Guide to Gamification of Education. Rotman School of Management, University of Toronto.Google ScholarGoogle Scholar
  27. K. Huotari and J. Hamari. 2012. Defining gamification: A service marketing perspective. In Proceedings of the 16th International Academic MindTrek Conference (MindTrek’12). 17--22. DOI:https://doi.org/10.1145/2393132.2393137Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. N. Ibrahim, N. Mohamad Ali, and N. Faezah Mohd Yatim. 2015. Factors facilitating cultural learning in virtual architectural heritage environments: End user perspective. Journal on Computing and Cultural Heritage (JOCCH) 8, 2 (2015), 8. DOI:http://dx.doi.org/10.1145/2660776Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. L. J. Kelly. 2007. The Interrelationships between Adult Museum Visitors’ Learning Identities and Their Museum Experience. PhD Thesis. University of Technology, Sydney, Australia.Google ScholarGoogle Scholar
  30. K. Kiili. 2005. Digital game-based learning: Towards an experiential gaming model. The Internet and Higher Education 8, 1 (2005), 13--24. DOI:https://doi.org/10.1016/j.iheduc.2004.12.001Google ScholarGoogle ScholarCross RefCross Ref
  31. J. T. Kim and W. Lee. 2015. Dynamical model for gamification of learning (DMGL). Multimedia Tools and Applications 74, 19 (2015), 8483--8493. DOI:https://doi.org/10.1007/s11042-013-1612-8Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. S. Kim, K. Song, B. Lockee, and J. Burton. 2018. What is gamification in learning and education? Gamification in Learning and Education, Advances in Game-Based Learning. Springer International Publishing, 25--38. DOI:https://doi.org/10.1007/978-3-319-47283-6_4Google ScholarGoogle Scholar
  33. D. A. Kolb. 1984. Experiential Learning: Experience as the Source of Learning and Development. Prentice Hall, Englewood Cliffs, NJ.Google ScholarGoogle Scholar
  34. J. Ma, L. Sindorf, I. Liao, and J. Frazier. 2015. Using a tangible versus a multi-touch graphical user interface to support data exploration at a museum exhibit. In Proceedings of the 9th International Conference on Tangible, Embedded, and Embodied Interaction (TEI’15). 33--40, DOI:https://doi.org/10.1145/2677199.2680555Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. A. Macaranas, A. N. Antle, and B. E. Riecke. 2012. Bridging the gap: Attribute and spatial metaphors for tangible interface design. In Proceedings of the 6th International Conference on Tangible, Embedded and Embodied Interaction (TEI’12). 161--168. DOI:https://doi.org/10.1145/2148131.2148166Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. P. Marshall. 2007. Do tangible interfaces enhance learning? In Proceedings of the 1st International Conference on Tangible and Embedded Interaction (TEI’07). 163--170. DOI:https://doi.org/10.1145/1226969.1227004Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. B. K. Nastasi and D. H. Clements. 1992. Social-cognitive behaviours and higher-order thinking in educational computer environments. Learning and Instruction 2, 3 (1992), 215--238. DOI:https://doi.org/10.1016/0959-4752(92)90010-JGoogle ScholarGoogle ScholarCross RefCross Ref
  38. E. Nofal, R. M. Reffat, and A. Vande Moere. 2017. Phygital heritage: An approach for heritage communication. In Proceedings of the 3rd Immersive Learning Research Network Conference (iLRN2017). 220--229. DOI:https://doi.org/10.3217/978-3-85125-530-0-36Google ScholarGoogle Scholar
  39. E. Nofal, R. M. Reffat, V. Boschloos, H. Hameeuw, and A. Vande Moere. 2018. The role of tangible interaction to communicate tacit knowledge of built heritage. Heritage 1 (2018), 414--436. DOI:https://doi.org/10.3390/heritage1020028Google ScholarGoogle ScholarCross RefCross Ref
  40. E. Not, D. Cavada, S. Maule, A. Pisetti, and A. Venturini. 2019. Digital augmentation of historical objects through tangible interaction. Journal on Computing and Cultural Heritage (JOCCH) 12, 3 (2019), 18. DOI:https://doi.org/10.1145/3297764Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. S. G. Paris. 1997. Situated motivation and informal learning. Journal of Museum Education 22, 2--3 (1997), 22--27. DOI:https://doi.org/10.1080/10598650.1997.11510356Google ScholarGoogle ScholarCross RefCross Ref
  42. B. Piscitelli and D. Anderson. 2001. Young children's perspectives of museum settings and experiences. Museum Management and Curatorship 19, 3 (2001), 269--282. DOI:https://doi.org/10.1080/09647770100401903Google ScholarGoogle ScholarCross RefCross Ref
  43. S. Price, Y. Rogers, M. Scaife, D. Stanton, and H. Neale. 2003. Using ‘tangibles’ to promote novel forms of playful learning. Interacting with Computers 15, 2 (2003), 169--185. DOI:https://doi.org/10.1016/S0953-5438(03)00006-7Google ScholarGoogle ScholarCross RefCross Ref
  44. J. Rekimoto, Y. Ayatsuka, and K. Hayashi. 1998. Augment-able reality: Situated communication through physical and digital Spaces. In Proceedings of the 2nd IEEE International Symposium on Wearable Computers (ISWC’98). 68--75. DOI:https://doi.org/10.1109/ISWC.1998.729531Google ScholarGoogle Scholar
  45. K. Salen and E. Zimmerman. 2004. Rules of Play: Game Design Fundamentals. MIT Press, Cambridge, Massachusetts.Google ScholarGoogle Scholar
  46. J. H. Seo, J. Arita, S. Chu, F. Quek, and S. Aldriedge. 2015. Material significance of tangibles for young children. In Proceedings of the 9th International Conference on Tangible, Embedded, and Embodied Interaction (TEI’15). 153--156.Google ScholarGoogle Scholar
  47. N. Simon. 2010. The participatory Museum. Museum 2.0: Santa Cruz, CA, USA.Google ScholarGoogle Scholar
  48. E. Sitzia. 2016. Narrative theories and learning in contemporary art museums: A theoretical exploration. Stedelijk Studies 4 (2016), 1--15.Google ScholarGoogle Scholar
  49. Q. Sun, C. Ardito, P. Buono, M. F. Costabile, R. Lanzilotti, T. Pederson, and A. Piccinno. 2008. Experiencing the past through the senses: An m-learning game at archaeological parks. IEEE MultiMedia 15, 4 (2008), 76--81. DOI:https://doi.org/10.1109/MMUL.2008.87Google ScholarGoogle ScholarDigital LibraryDigital Library
  50. H. Suzuki and H. Kato. 1995. An educational tool for collaborative learning: AlgoBlock. Cognitive Studies 2, 1 (1995), 36--47. DOI:https://doi.org/10.11225/jcss.2.1_36Google ScholarGoogle Scholar
  51. R. Taylor, J. Bowers, B. Nissen, G. Wood, O. Chaudhry, P. Wright, L. Bruce, S. Glynn, H. Mallinson, and R. Bearpark. 2015. Making magic: Designing for open interactions in museum settings. In Proceedings of the ACM SIGCHI Conference on Creativity and Cognition (C8C’15). 313--322. DOI:https://doi.org/10.1145/2757226.2757241Google ScholarGoogle ScholarDigital LibraryDigital Library
  52. A. Vermeeren, L. Calvi, A. Sabiescu, R. Trocchianesi, D. Stuedahl, E. Giaccardi, and S. Radice. 2018. Museum experience design: Crowds, ecosystems and novel technologies. In Museum Experience Design, Springer Series on Cultural Computing, A. Vermeeren, L. Calvi, and A. Sabiescu (Eds). Springer, 1--16. DOI:https://doi.org/10.1007/978-3-319-58550-5_1Google ScholarGoogle Scholar
  53. B. Van de Walle. 1978. Lachapelle Funéraire de Neferirtenef. Musées Royaux d'Art et d'Histoire, Bruxelles.Google ScholarGoogle Scholar
  54. M. Van der Vaart and A. Damala. 2015. Through the loupe: Visitor engagement with a primarily text-based handheld AR application. In Proceedings of the Digital Heritage Conference. 565--572. DOI:https://doi.org/10.1109/DigitalHeritage.2015.7419574Google ScholarGoogle Scholar
  55. W. Willett, Y. Jansen, and P. Dragicevic. 2017. Embedded data representations. IEEE Transactions on Visualization and Computer Graphics 23, 1 (2017), 461--470. DOI:https://doi.org/10.1109/TVCG.2016.2598608Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Situated Tangible Gamification of Heritage for Supporting Collaborative Learning of Young Museum Visitors

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in

        Full Access

        • Published in

          cover image Journal on Computing and Cultural Heritage
          Journal on Computing and Cultural Heritage   Volume 13, Issue 1
          February 2020
          143 pages
          ISSN:1556-4673
          EISSN:1556-4711
          DOI:10.1145/3382043
          Issue’s Table of Contents

          Copyright © 2020 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 5 February 2020
          • Revised: 1 July 2019
          • Accepted: 1 July 2019
          • Received: 1 April 2019
          Published in jocch Volume 13, Issue 1

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article
          • Research
          • Refereed

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader

        HTML Format

        View this article in HTML Format .

        View HTML Format