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Mystery at the museum: a collaborative game for museum education

Published: 30 May 2005 Publication History

Abstract

Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between visitors. The feedback from the participants suggested that the combination of depth and breadth was engaging and effective in encouraging them to think about the museum's exhibits. The roles that were an integral part of the game turned out to be extremely effective in engaging pairs of participants with one another. Feedback from parents was quite positive in terms of how they felt it engaged them and their children. These results suggest that further explorations of technology-based museum experiences of this type are wholly appropriate.

References

[1]
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan.
[2]
Hsi, S. 2003 A study of user experiences mediated by nomadic web content in a museum. Journal of Computer Assisted Learning19, 308--319
[3]
Klopfer, E. & Squire, K. (2003). Augmented reality on PDAs. Paper presented at the annual meeting of the American Educational Research Association, Chicago, IL, April.

Cited By

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  • (2019)Do Game Designers’ Decisions Related to Visual Activities Affect Knowledge Acquisition in Cultural Heritage Games? An Evaluation From a Human Cognitive Processing PerspectiveJournal on Computing and Cultural Heritage 10.1145/329205712:1(1-25)Online publication date: 20-Feb-2019
  • (2018)Using iPad-based mobile learning to teach creative engineering within a problem-based learning pedagogyEducation and Information Technologies10.1007/s10639-017-9617-y23:1(555-568)Online publication date: 1-Jan-2018
  • (2017)Supporting Cultural Heritage Professionals Adopting and Shaping Interactive Technologies in MuseumsProceedings of the 2017 Conference on Designing Interactive Systems10.1145/3064663.3064753(221-232)Online publication date: 10-Jun-2017
  • Show More Cited By

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Information & Contributors

Information

Published In

cover image DL Hosted proceedings
CSCL '05: Proceedings of th 2005 conference on Computer support for collaborative learning: learning 2005: the next 10 years!
May 2005
797 pages
ISBN:0805857826

Sponsors

  • Springer
  • Chunghwa Telecom
  • Kaleidoscope Network of Excellence Project in Technology Enhanced Learning, European Union
  • Ministry of Education, Taiwan
  • National Science Council, Taiwan
  • National Program of Science and Technology for e-Learning, Taiwan
  • National Science Foundation, USA
  • G1:1 -- Global Researcher Network on 1:1 Digital Learning
  • AClass Learning Technology Inc.
  • Lawrence Erlbaum Associates, Inc., Publishers
  • International Society of the Learning Sciences
  • Research Center for Science and Technology for Learning, National Central University, Taiwan
  • Taipei City Government, Taiwan

Publisher

International Society of the Learning Sciences

Publication History

Published: 30 May 2005

Author Tags

  1. PDA
  2. games
  3. handhelds
  4. museum
  5. role play
  6. simulations
  7. wireless

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Acceptance Rates

CSCL '05 Paper Acceptance Rate 100 of 252 submissions, 40%;
Overall Acceptance Rate 182 of 334 submissions, 54%

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Cited By

View all
  • (2019)Do Game Designers’ Decisions Related to Visual Activities Affect Knowledge Acquisition in Cultural Heritage Games? An Evaluation From a Human Cognitive Processing PerspectiveJournal on Computing and Cultural Heritage 10.1145/329205712:1(1-25)Online publication date: 20-Feb-2019
  • (2018)Using iPad-based mobile learning to teach creative engineering within a problem-based learning pedagogyEducation and Information Technologies10.1007/s10639-017-9617-y23:1(555-568)Online publication date: 1-Jan-2018
  • (2017)Supporting Cultural Heritage Professionals Adopting and Shaping Interactive Technologies in MuseumsProceedings of the 2017 Conference on Designing Interactive Systems10.1145/3064663.3064753(221-232)Online publication date: 10-Jun-2017
  • (2016)Educational magic toys developed with augmented reality technology for early childhood educationComputers in Human Behavior10.1016/j.chb.2015.07.04054:C(240-248)Online publication date: 1-Jan-2016
  • (2016)DiedricARMultimedia Tools and Applications10.1007/s11042-016-3384-475:16(9641-9663)Online publication date: 1-Aug-2016
  • (2014)Interpreting data from withinProceedings of the 2014 conference on Interaction design and children10.1145/2593968.2593974(7-16)Online publication date: 17-Jun-2014
  • (2012)Measuring enjoyment of an interactive museum experienceProceedings of the 14th ACM international conference on Multimodal interaction10.1145/2388676.2388728(249-256)Online publication date: 22-Oct-2012
  • (2011)Design patterns in the design of systems for creative collaborative processesProceedings of the Third international conference on End-user development10.5555/2022939.2022995(359-362)Online publication date: 7-Jun-2011
  • (2011)Identifying, relating, and evaluating design patterns for the design of software for synchronous collaborationProceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems10.1145/1996461.1996547(323-326)Online publication date: 13-Jun-2011
  • (2011)A design pattern mining method for interaction designProceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems10.1145/1996461.1996523(217-222)Online publication date: 13-Jun-2011
  • Show More Cited By

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