Athens Augmented: Design and Evaluation of Mobile Learning for the Parthenon Galleries
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Transcript of Athens Augmented: Design and Evaluation of Mobile Learning for the Parthenon Galleries
Athens Augmented: Mobile learning for the
Parthenon sculptures
Shelley Mannion @smannion The British Museum
#mw2014April 4, 2014
18 months 2 projects 1 baby
Celebrating Athens
Porting a traditional worksheet
Gift for Athena
Game play
AR
Self-facilitated
Deliver on strategy
Pediment
Metopes
Frieze
Tested with more than 250 childrenInformalFrequentVaried techniques
Evaluation
What did we learn?
Analogue versus digital:Technology is exciting and motivating, but it comes with problems.
What is the character of your artworks?
Children didn’t like ‘broken’ sculptures.
Archaeological fragments in Destination Culture by Kirshenblatt-Gimblett
Where layers were noticed.
Wayfinding: Some clues are
more equal than others
Working together
Big screen does not mean more users
Friendship groups
Encourage turn-taking
Gift for Athena:Children liked linear
narrative, but wanted freedom in using game
elements.
Augmented Reality was ideal, but 3D recognition logistically tricky.
We get to see something in the sculptures that other people cannot see.
– Elsie (23 Oct 2014)
3D recognition complicated by height,
position, lighting, crowding.
Challenge of self-facilitation
Test to refine wayfinding
Separate instructions from content
Conceal text and offer drill down for verbal learners
Positive reinforcement from
game characters
Main findings
Informal testing
Contours of the content
Effective clues and cues for wayfinding
Collaborative working on tablets
Using AR in galleries
Designing for self-facilitation