2020
DOI: 10.1145/3350427
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Situated Tangible Gamification of Heritage for Supporting Collaborative Learning of Young Museum Visitors

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 t… Show more

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Cited by 54 publications
(19 citation statements)
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“…regarding the impact of the Serious Escape Game on team's behavior (research question 1), it is noticed that the game experience had positive effects and offered players multiple and valuable benefits such as new knowledge, teamwork, collaboration, enjoyment, motivation, interest etc., corresponding to learning outcomes and skills enhancement and improvement reported in other surveys [3,10,20,23,24] and therefore confirming their results. Additionally, it was found that the friendly competition between the two teams helped players to immerse in the activity and the given ability to players to decide how to play allowed them to engage with the game in their own way, confirms the results and guidelines of other studies [4,9].…”
supporting
confidence: 89%
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“…regarding the impact of the Serious Escape Game on team's behavior (research question 1), it is noticed that the game experience had positive effects and offered players multiple and valuable benefits such as new knowledge, teamwork, collaboration, enjoyment, motivation, interest etc., corresponding to learning outcomes and skills enhancement and improvement reported in other surveys [3,10,20,23,24] and therefore confirming their results. Additionally, it was found that the friendly competition between the two teams helped players to immerse in the activity and the given ability to players to decide how to play allowed them to engage with the game in their own way, confirms the results and guidelines of other studies [4,9].…”
supporting
confidence: 89%
“…They emphasize the need for a connection and balance between the physical world and the game world through the interaction of the elements of the two worlds, the creation of audiovisual material and game mechanics that will not emphasize only the game world and will not distract player's attention from the physical environment [22]. Nofal et al [23] present TouchTomb, "a tangible gamified installation" for students aged 10 to 14, who visit Neferirtenef tomb-chapel in the context of school visits. They built a physical, realistic wall in the size of the true part of the inner west wall of the chapel to work as the interactive tangible interface.…”
Section: Cultural Heritage and Gamesmentioning
confidence: 99%
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“…Digitalization enables cultural institutions to meet the visitors' expectation to get a greater control over the visiting experience (Yu and Wang, 2020). Moreover, it increases the eco-museums' ability to improve the customers' enjoyment of their cultural offering through a balanced mix of edutainment initiatives (Nofal et al, 2020). From this point of view, it is forecasted that: Hp.…”
Section: Conceptual Backgroundmentioning
confidence: 99%
“…Some studies were conducted with respect to cultural heritage sites but not necessarily for outdoors [20][21][22][23][24][25][26]. Immersive technologies such as augmented and virtual reality (AR & VR), and gamification were also harnessed to enhance the experience of sites for instance in [27][28][29][30][31][32][33][34]. However, they were not dedicated for introducing a framework for enhancing learning experience from sites on-the-move.…”
Section: Introductionmentioning
confidence: 99%