Proceedings of the 8th International Conference on Interaction Design and Children 2009
DOI: 10.1145/1551788.1551857
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A museum mobile game for children using QR-codes

Abstract: We present a mobile game to play a museum treasure hunt, addressed to students that are about 11-14. They have to search for the " materializations" of the solutions to a sequence of riddles, and to photograph them by personal camera phones. The letters of a secret word are orderly provided on right answers, spurring the interest for the exhibition through the cellular phone. The novelty is the use of QR-Codes, a kind of 2D codes, to identify the correct answers and to enjoy some other services. A preliminary … Show more

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Cited by 36 publications
(17 citation statements)
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“…Some examples are Environmental Detectives (Klopfer & Squire, ) that investigates a simulated chemical spill on a college campus; Mad City Mystery (Squire & Jan, ) that investigates a death caused by murder, suicide or the combination of several interacting toxic chemicals; Reliving the Revolution (Schrier, ), aiming to teach historical thinking and inquiry skill around the Battle of Lexington; Savannah (Facer et al , ), focused on exploring the opportunities and risks to being lions; Alien Contact! (Dunleavy, Dede & Mitchell, ), intended to teach maths, language arts and scientific literacy skills by playing collaboratively; Frequency 1550 (Huizenga, Admiraal, Akkerman & ten Dam, ) that helps students playfully acquire historical knowledge of medieval Amsterdam; and Blåtannkoden (Ceipidor, Medaglia, Perrone, De Marsico & Di Romano, ), focused on solving different riddles related to the topics of a museum of telecommunications. However, these studies did not report teachers' involvement in the design of these location‐based learning activities.…”
Section: Introductionmentioning
confidence: 99%
“…Some examples are Environmental Detectives (Klopfer & Squire, ) that investigates a simulated chemical spill on a college campus; Mad City Mystery (Squire & Jan, ) that investigates a death caused by murder, suicide or the combination of several interacting toxic chemicals; Reliving the Revolution (Schrier, ), aiming to teach historical thinking and inquiry skill around the Battle of Lexington; Savannah (Facer et al , ), focused on exploring the opportunities and risks to being lions; Alien Contact! (Dunleavy, Dede & Mitchell, ), intended to teach maths, language arts and scientific literacy skills by playing collaboratively; Frequency 1550 (Huizenga, Admiraal, Akkerman & ten Dam, ) that helps students playfully acquire historical knowledge of medieval Amsterdam; and Blåtannkoden (Ceipidor, Medaglia, Perrone, De Marsico & Di Romano, ), focused on solving different riddles related to the topics of a museum of telecommunications. However, these studies did not report teachers' involvement in the design of these location‐based learning activities.…”
Section: Introductionmentioning
confidence: 99%
“…While working on a task, a user can see a short task description as well as his progress. Referring to this, a possible task could be to find specific parts of a car such as the wheel or a battery as in scavenger hunts (Ceipidor et al 2009). Regarding tasks to train procedural knowledge, a problem is presented to the students, for instance: "The street is not illuminated enough.…”
Section: Figure 2 Process Steps Of the Mobile Learning Applicationmentioning
confidence: 99%
“…QR codes are also used in digital government services to effectively distribute valuable information to the public. According to [9], QR codes are used to increase citizen participation and to navigate users through park trails and museums [33], [41]. Furthermore they are used as supplementary material for education and within games.…”
Section: Uses Of Qr Codesmentioning
confidence: 99%