List of my publications.
Extensive research on mobile guides for museums has explored the potential of technology to offer some of the services that have been traditionally provided by human guides, including guiding visitors in the museum space, providing information about the exhibits and using more advanced interpretative approaches such as digital storytelling and gamified techniques. However, the majority of these approaches either ignores or tries to substitute entirely the role of the human guide. In this work we present a user study with ten experienced tour guides, currently working in the museum of modern art of the Basil & Elise Goulandris Foundation. Based on a three-phase procedure, the study is designed to empower professionals into envisaging their work in symbiosis with current technological developments. Firstly, we attempt to identify existing challenges guides face and to capture their tacit knowledge in addressing emerging problems in guided tours. In the second and third stage, through a reflective and productive discussion, we employ a set of contemporary innovative digital applications as a starting point to elicit their views on their role in an envisaged symbiotic future of human-led hybrid digital experiences.
human guides, museum applications, collaborative interfaces, cultural heritage
Sustainability in Cultural Heritage (CH) is a complex question that needs to be addressed by a group of experts tackling the different issues. In this light, the present work wishes to provide a multi-level analysis of the sustainability in CH, using as an example a recent European H2020 project (CrossCult) and the lessons learnt from its design, implementation and evaluation. The sustainability of CH has qualitatively changed over the last few years, under the developments in digital technology that seems to affect the very nature of the cultural experience. We discuss sustainability in venues using digital technologies, covering a span of needs of small/unknown and large/popular venues, which try to enhance the visitor experience, attract visitors, form venue networks, etc. Moreover, we explore issues of sustainability of digital content and its re usability through holistic design. Aspects of technology, human networks and data sustainability are also presented, and we conclude with the arguments concerning the sustainability of visitor reflection, the interpretation of social and historical phenomena and the creation of meaning.
Many are the times when visitors leave an exhibition without a clue about its message. In an effort to eliminate this phenomenon, museums, institutes and organisations (MIOs) adopt more attractive, engaging and fun content to provide a high quality and fast learning experience. Games seem to be an interesting suggestion to this approach but they are time consuming. To this end, we introduce nano-games. We define nano-games as short, easy to master, self–contained games of a single level of difficulty, having basic and direct rules that stay unaltered throughout the play and challenge players with clearly defined goals reachable within tens of seconds of gameplay. This approach has been adopted and evaluated in the premises of European Center for Nuclear Research (CERN).
Visits to cultural heritage sites are generally social in nature, yet resources to support these sociable experiences are often individualized, catering to the solitary visitor. Digital technologies offer means to disrupt this predicament, encouraging social engagements in cultural contexts. Here we present the results of a user study that systematically investigates the effects of face-to-face group conversation and physical interactions within a digital cultural storytelling experience at the Neolithic site of Çatalhöyük, with the objective of promoting engagement, learning, and perspective taking. Seeking to articulate the benefits and weaknesses of promoting social interactions in digital storytelling settings, we start with a story-based experience that was designed for individual use, we extend it with novel system-driven interaction prompts, and then we evaluate the two versions with 102 participants. Our findings provide statistically significant evidence that conversation is related to longer and more absorbed participation in the experience and greater learning regardless of personality traits. Where social interaction is purposefully integrated into the story, more conversation is generated, and these interactive prompts do not disrupt the story flow even though participants report awareness of them. Finally, certain tendencies among users affect their talkativeness and enjoyment, providing future designers of digital stories with guidance to better address audience needs.
We present Tripmentor, a novel project, that is related to
tourism in the region of Attica. The project has as main scope to provide rich media content to tourists through a web and mobile environment in two languages trying to guide them through alternative routes
that include places of interest as well as organizations with offers to
tourists. The project interconnects people with places and events in an
automated manner trying to personalize on each tourist’s personality.
The challenges of the project are mainly technological as through the
processes of the project a) automated information about venues must be
collected, b) information about events related to venues must be fetched
and finally c) data related to system users and mainly their profile should
be discovered and created in order to offer a unique experience to each
of them. We present the scope of the project as well as the challenges of
its implementation.
tripmentor, tourism, personalization, geodata, cultural related information, social media
personality-based balancing; team formation; team compatibility
The current work presents a method of enhancing museum content with narratives targeting history reflection in a personalized manner, delivered by an especially designed mobile app. The mobile app is a part of a technology ecosystem that supports the visitor before, during and after her visit. Within the framework of the European H2020 CrossCult project, a method was designed, implemented and tested to enhance museum content with digital material, enriched narratives and means to actively engage visitors. In particular, the method was implemented and tested for the content of the Archaeological Museum of Tripolis (Greece) and specific content examples are presented here, together with data from visitor evaluation. The results showed that content was significantly and qualitatively enhanced and visitors recognized the potential of the app in triggering visitor curiosity, new forms of engagement, and the ability to reflect on the connections between historical and social phenomena.
cultural heritage; semantic associations; reflective topics; visualization; storytelling
A peripheral museum with a nevertheless important collection of ancient items, wished to increase its visibility and digital presence in order to become more known and attract new visitors. Among the different solutions designed and implemented, we also designed a series of games of different kinds (i.e. mini vs complex games) for different purposes, like profiling of potential visitors and advertising the venue in social media. Based on lessons learnt from physical games played at museums of the same type in the same region, we designed and implemented a museum escape game. The game is presented here, to provide implementation details regarding the concept, the game mechanics, the interface design, the technical details, as well as the game art. We conclude with primary user testing and future steps that include plans for creating museum escape games with different technologies, like augmented reality and virtual reality.
Museum Games Escape room
personalization; user modeling; personality traits; social media influencers; cultural informatics; serious conversations; digital humanities
Games are used in cultural heritage to engage visitors, to function as learning tools, or even advertise a venue. However, games can be also used for quick profiling purposes to overcome the cold start problem of personalized museum applications. A profiling game aiming to extract users’ cognitive profiles was developed and tested with real users. The game follows the principles of pop psychology quizzes. The results of the game showed its potential in correctly predicting the cognitive profiles of users with average success rate around 90%. Being an entertaining and engaging way to involve visitors with diverse needs, games and especially profiling have a clear place in cultural heritage and should be investigated further. Our future work will focus on games that will try to predict different personality aspects, like Big Five dimensions.
Games Cultural heritage Profiling Cognitive profiles
Museum exhibitions are designed to tell a story; this story is woven by curators and in its context a particular aspect of each exhibit, fitting to the message that the story is intended to convey, is highlighted. Adding new exhibits to the story requires curators to identify for each exhibit its aspects that fit to the message of the story and position the exhibit at the right place in the story thread. The availability of rich semantic information for exhibits, allows for exploiting the wealth of meanings that museum exhibits express, enabling the automated or semi-automated generation of practically countless stories that can be told. Personalization algorithms can then be employed to choose from these stories the ones most suitable for each individual user, based on the semantics of the stories and information within the user profile. In this work we examine how opportunities arising from technological advances in the fields of IoT and semantics can be used to develop smart, self-organizing exhibits that cooperate with each other and provide visitors with comprehensible, rich, diverse, personalized and highly stimulating experiences. These notions are included in the design of a system named exhiSTORY, which also exploits previously ignored information and identifies previously unseen semantic links. We present the architecture of the system and discuss its application potential.
The present work is an observational study recording the teachers’ and students’ attitudes from the Pan-Hellenic Educational Robotics (ER) competition. The study investigates the benefits of students’ involvement with robotics regarding skills, motivation and learning. Additionally, it is researched whether ER should be introduced in the compulsory curricula. A qualitative methodology was used with teachers. Although the sample was relatively small, the results were quite homogeneous showing a very high level of engagement and motivation of teachers and students. A mainly quantitative methodology was used to gather data from students. The results show that there are numerous benefits for students: they seem to increase their collaboration, problem solving and creativity skills; understand STEM concepts in computer science and engineering, and gaining programming knowledge in particular. Also, most of the teachers and many of the students consider that ER should be part of the compulsory curriculum. Under certain conditions, ER could be an essential part of the school program, as it can bring together young people from all over the world to learn and develop important 21st century skills.
In this paper, we examine how social media can be linked to cultural heritage and in particular how we can incorporate games, social networks, history reflection and culture. More specifically, we explore the following aspects: (a) how social media sites can be integrated into the museum user experience (b) how user interactions within the social media, both within the context of the museum experience and outside it, can be exploited to enhance the quality of recommendations made to the users, (c) how trending topics from social media can be used to link museum exhibits with today’s topics of interest and (d) how multi-level related terms extraction from social media data can lead to proposals for reflections to users. The end goal is to provide increased stimuli for users to study exhibits deeper and reflect on them, as well as to trigger discussion between the users, thus maximizing the impact of a museum visit.
The work argues for quick profiling methods from social networks for use in cultural heritage applications. Explicit (inquiries about user actions, like game playing) and implicit (observations from user actions on social networks) methods are tested, in an attempt to extract user personality profiles and in particular cognitive style profiles, using the MBTI tool. Qualitative and quantitative approaches have been applied to validate the results. So far, it seems that users’ cognitive profiles can be predicted from social media observations and user actions (i.e., playing games) for 3 out of the 4 MBTI dimensions. There seem to be relatively accurate predictions for the dimensions Judging–Perceiving and Extraversion–Introversion. Sensing–Intuition is a little more difficult to predict. Currently, the Thinking–Feeling dimension cannot be predicted from the existing data. Future works will concentrate on improving the prediction rate for the Sensing–Intuition dimensions and discovering ways to predict the Thinking–Sensing dimension from social network information.
This research aims to address the needs of small and local museums when it comes to the attraction of tourists, both foreign and domestic, through the use of new technological means. As a case study, the Historical & Folklore Museum of Kalamata that is located in the Messenian Prefecture, Greece has been chosen. This museum attracts more than 2000 visitors per year, and this can be considered a great number, taking into consideration its size and complicated layout. In order to make the right suggestions that would fit exactly the needs of the museum, intensive observation sessions took place. Two different sets of questionnaires were prepared and distributed via social media, and after the visitor tours. Moreover, interviews were carried out with all the employees, and also a complete space syntax analysis was conducted so as to outline the interaction between visitor and museum space. The proposals were based on the identified requirements and the space utilization. Some of the technologies proposed are: the creation of a user friendly website, mobile and tablet auto guides (mobile storytelling application), the creation of a computer “corner” on the ground floor for the needs of disabled people, TV screens showing stories and documentaries based on each thematic area of the museum, and VR and AR applications. Moreover, taking into consideration that there are 22 Folklore Museums in the Messenian Prefecture, 6 indoor and outdoor museums in the city of Kalamata, and since the building itself is considered an important architectural element of the city, the creation of an application that would embed the Historical and Folklore Museum of Kalamata in cultural routes of folklore and architectural interest was suggested. The majority of the proposals is low cost and can be easily adapted by small museums.
Instagram is the largest image-based social media platform. For this reason, it provides an excellent opportunity for companies to promote their products or services. The purpose of this project is to quantify the income of an organization/company arising from the utility of Instagram in accordance to the resources invested by modeling the promotional process. This paper begins by thoroughly analyzing Instagram platform in order to fully understand its function. After this is done, we set the objectives that need to take place in order for company to achieve its final goal. The main aim is no other than modeling the augmentation of interaction between organization and users, resulted in this way further mouth to mouth hearsay via Instagram. Subsequently, several actions are defined in order to accomplish these individual goals. However, these actions depend and rely in a plurality of factors, a situation that leads in the inability of predicting a specific result. This inability that leads in random and ambiguous should be addressed via the usage of dynamic simulation models. These models give the advantage and the ability for user to predict the result with the usage of specific data. Using iThink editor, data quantified and adjusted presenting to user the forthcoming results and simulating a situation regarding the actions of him. This decision-making tool contributes maximally in the prevention of negative or incorrect decisions and also in the optimization of working time splitting in order to accomplish an action. In the current research approach, a dynamic modeling process took place for the construction of an account in this specific social media platform.
Instagram Digital marketing Dynamic simulation models DMS Strategic social media marketing Internet advertising
Abstract:
CrossCult is a newly started project that aims to make reflective history a reality in the European cultural context. In this paper we examine how the project aims to take advantage of advances in semantic technologies in order to achieve its goals. Specifically, we see what the quest for reflection is and, through practical examples from two of the project’s flagship pilots, explain how semantics can assist in this direction.
Semantics Reflection Cultural assets History
Although virtual reality is a field that attracts research interest over the past years, certain aspects of the virtual environments are often overlooked. For example, the importance of sound in virtual environments is recognized but it remains rather vague, since the relation between virtual world and physical world sounds is not studied in detail. In addition, kinesthetic parameters are also important, since the user movement can affect the overall experience. The present study focuses on human factors in conditions that the physical and the virtual world sounds are contradicting. Kinesthesis is also considered and combined with user vision and hearing. There were 2 experimental conditions, in one the users experienced three levels of sound-vision in a virtual world and no sound on the physical world, while they are walking on a smooth surface and in the second experimental condition, the same three levels of sound-vision were compared to different and contradicting sound in the physical world, while the user was walking on a plastic surface that produced sound. The results indicated there were a few differences between the two experimental conditions (mainly concerning distraction from the virtual environment and perceived usability). However, in most measures the two groups did not seem to be largely affected by the physical world and seemed to immerse in the virtual one. Future works will focus on a combination of different surfaces and natural sounds, in relation to the virtual world.
Wishing to connect cultural heritage, games and social networks, the present work describes games to be used within the framework of a European H2020 project. For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profiling, to promote the museum and the application through social network dissemination, to introduce museum items and themes and to also function as visit souvenirs. The games are also presented in a generic framework for games in cultural heritage, which has been used successfully in the past.
Cultural Heritage Learning Objective Museum Visit Ancient Society Archaeological Museum
When personalities clash, teams operate less effectively. Personality differences affect face-to-face collaboration and may lower trust in virtual teams. For relatively short-lived assignments, like those of online crowdsourcing, personality matching could provide a simple, scalable strategy for effective team formation. However, it is not clear how (or if) personality differences affect teamwork in this novel context where the workforce is more transient and diverse. This study examines how personality compatibility in crowd teams affects performance and individual perceptions. Using the DISC personality test, we composed 14 five-person teams (N=70) with either a harmonious coverage of personalities (balanced) or a surplus of leader-type personalities (imbalanced). Results show that balancing for personality leads to significantly better performance on a collaborative task. Balanced teams exhibited less conflict and their members reported higher levels of satisfaction and acceptance. This work demonstrates a simple personality matching strategy for forming more effective teams in crowdsourcing contexts.
Human History, is a huge mesh of interrelated facts and concepts, spanning beyond borders, encompassing global aspects and finally constituting a shared, global experience. This is especially the case regarding European history, which is highly interconnected by nature; however, most History-related experiences that are today offered to the greater public, from schools to museums, are siloed. The CrossCult project aims to provide the means for offering citizens and cultural venue visitors a more holistic view of history, in the light of cross-border interconnections among pieces of cultural heritage, other citizens viewpoints and physical venues. To this end, the CrossCult project will built a comprehensive knowledge base encompassing information and semantic relationships across cultural information elements, and will provide the technological means for delivering the contents of this knowledge base to citizens and venue visitors in a highly personalized manner, creating narratives for the interactive experiences that maximise situational curiosity and serendipitous learning. The CrossCult platform will also exploit the cognitive/emotional profiles of the participants as well as temporal, spatial and miscellaneous features of context, including holidays and anniversaries, social media trending topics and so forth.
Adaptation User profiles Mobile applications
Is there any relationship between students’ cognitive style and the ability to learn programming through serious games? The aim of this work is to assess the learning effectiveness and motivational appeal of digital games for learning basic programming concepts, involving secondary education students. For this purpose, the Code.org®’s activity named K-8 Intro to Computer Science was used. The study investigated students’ attitudes from gaming activities to reveal the quality of their learning experience. Next, students’ attitudes from games were correlated with their cognitive profile to reveal potential differences. Finally, students’ performance from the digital games was assessed to reveal game-based learning (GBL) effectiveness compared to their cognitive styles. In the study, 77 students of two Greek high schools participated in the context of the European Code Week. The results suggest that these specific games, or similar educational computer games, can be exploited as effective and motivational learning environments within schools, as they provide a high-quality learning experience. Cognitive style was found to be a significant learning characteristic that should be taken into consideration when using digital games to learn programming.
The present work is an observational study recording the participating teachers’ attitudes from the PanHellenic Educational Robotics (ER) competition. The study investigates the benefits of students’ involvement with robotics about skills, motivation and learning. Additionally, it is researched weather ER should be introduced in the Greek compulsory curricula. A qualitative methodology was used and although the sample was relatively small (N=18), the results were quite homogeneous showing a very high level of engagement and motivation of teachers and students. The results show that there are numerous benefits for students: they seem to increase their collaboration, problem solving and creativity skills; understand STEM concepts about computer science and engineering and especially gaining programming knowledge. Moreover, most of the teachers consider that ER should be part of the compulsory curriculum.
An increasing number of museums and cultural institutions around the world use personalized, mostly mobile, museum
guides to enhance visitor experiences. However since a typical museum visit may last a few minutes and visitors might only visit once, the personalization processes need to be quick and efficient, ensuring the engagement of the visitor. In this paper we investigate the use of indirect profiling methods through a visitor quiz, in order to provide the visitor with specific museum content. Building on our experience of a first study aimed at the design, implementation and user testing of a short quiz version at the Acropolis Museum, a second parallel study was devised. This paper introduces this research, which collected and analyzed data from two environments: the Acropolis Museum and social media (i.e. Facebook). Key profiling issues are identified, results are presented, and guidelines towards a generalized approach for the profiling needs of cultural institutions are discussed.
This paper is a case study on the use of educational digital games to elementary pupils and
deals with games that promote algorithmic thinking as well as the basic principles of programming. The study involved 94 young pupils who worked in pairs (Pair Programming) trying to solve puzzle games from code.org website during their visit to the University of Peloponnese in the context of the European Code Week. Factors such as satisfaction, evaluation of perceived knowledge and willingness to use games in future in the learning process were examined. Furthermore it’s discussed whether a short activity like this can result to long term motivation of pupils. The article concludes that: (a) the pupils enjoyed the games and wished to repeat corresponding activities. (b) They considered that by playing, they acquired basic skills and knowledge as far as programming principles were concerned. (c) They preferred Pair Programming and estimated that they could learn better by assisting one another. Finally, it seems that the few hours visit was not enough to motivate most pupils to carry on with the activities at home by themselves.
This paper details and discusses experimental results obtained towards personalizing a museum visit through a personal mobile guide, using an approach relying on users’ cognitive style, gaming, social networks, and recommendations. It describes the personalization system, which relies on a Facebook game to infer users’ cognitive style, visiting style and interests, and a recommendation algorithm offering sequences of points of interests to visit. A qualitative and quantitative analysis of an experiment conducted in a museum is given, offering first conclusions and perspectives on the approach.
Micro-augmentations provide novel ways to interact directly with the past. This is a new concept that uses minimum stimulation to achieve maximum effects in spaces of cultural heritage. We experiment with new implicitly interactive and almost transparent museum technologies to create a holistic emotional visitor experience and solve a number of museum problems (i.e. misconceptions, intra-group communications, and visitor engagement). The paper presents the rationale for the design decisions, as well as the technical challenges faced during implementation. Audio micro-augmentations were firstly used at the UCL Grant Museum of Zoology. Initial user testing data from the system’s calibration phase at that museum revealed the entertaining and learning potential of the application, together with issues for future development.
As new game controllers such as the Microsoft Kinect for Xbox are introduced into the market, new forms of game interaction are introduced such as gestures, voice and eye tracking, which raise some questions regarding the user experience. Is it possible that different input methods provide a more usable game setting and affect the player’s emotions and learning process? In this paper, a 2D game about the history of photography was designed and implemented to test these hypotheses. Two prototypes of this game were created, with the first requiring input only via mouse, while the second requiring input via voice and gestures (Kinect). Two different groups tested these two prototypes. The findings from previous pilot experiments indicated that using Kinect as an input method caused higher valence and dominance levels than the use of mouse and were further validated here. Additionally, the learning outcomes of players were not affected by the input method.
Input Modality Arousal Level Input Method Player Experience Gaming Experience
This paper presents an innovative approach based on social-network gaming, which will extract players’ cognitive styles for personalization purposes. Cognitive styles describe the way individuals think, perceive and remember information and can be exploited to personalize user interaction. Questionnaires are usually employed to identify cognitive styles, a tedious process for most users. Our approach relies on a Facebook game for discovering potential visitors’ cognitive styles with an ultimate goal of enhancing the overall visitors’ experience in the museum. By hosting such a game on the museum’s webpage and on Facebook, the museum aims to attract new visitors, as well as to support the user profiling process.
User Profile Cognitive Style Museum Visit Game Feature Personalized Application
The students of a Greek junior high school collaborated to prepare the teaching material of a theoretical Computer Science (CS) course and then shared their understanding with other students. This study investigates two alternative teaching methods (collaborative learning and peer tutoring) and compares the learning results to the traditional learning context. A test was used to measure all participating students’ learning results and a questionnaire was distributed to record participant student attitudes towards the alternative teaching conditions. The questionnaire was designed to evaluate each aspect in terms of perceived knowledge, experience, satisfaction, diversity, oddness and interest. The analysis explores potential differences of students’ learning results between alternative and traditional teaching and also differences in the two aspects in relation to students’ preferences. Results provide evidence that active-learning methods can promote positive attitudinal shifts and improve skills in creativity, teamwork, collaboration and communication. Students perceived higher levels of learning than with traditional teaching. Finally in terms of students’ preferences, the majority wanted to have more courses taught with active-learning methods.
Social networks (SN) seem to play a significant role in young adults’ and university students’ lives. Since students already use them in their daily life, why shouldn’t formal higher education incorporate them? The paper presents qualitative and quantitative data gathered through one academic term, after using Facebook as a teaching tool in Higher Education and investigates ways that SN can be used in teaching and learning. Issues of students’ personalities, learning efficiency, motivation, cultural differences, gender differences and patterns of use are discussed.
Social networks, Face book, Higher education, Teaching, Cognitive Style
This paper presents an innovative approach based on social-network gaming, which will extract players’ cognitive styles for personalization purposes. Cognitive styles describe the way individuals think, perceive and remember information and can be exploited to personalize user interaction. Questionnaires are usually employed to identify cognitive styles, a tedious process for most users. Our approach relies on a Facebook game for discovering potential visitors’ cognitive styles with an ultimate goal of enhancing the overall visitors’ experience in the museum. By hosting such a game on the museum’s webpage and on Facebook, the museum aims to attract new visitors, as well as to support the user profiling process.
The process of designing systems or products largely depends on a number of decisions, like “who do I design for?”, “what should my product do?”, “what are the user requirements?” etc. The developing teams usually base their decisions on experience and/or heuristics and this is particularly the case, in the development of online products and especially online exhibitions. The different solutions are frequently case studies of specific museums or institutions that wish to provide online content to actual or possible visitors. In addition, the interdisciplinary nature of the endeavor, involving museology, technology but also education, poses important design problems. In the following sections, we present a generic methodology for the design of online exhibitions, using top-down processes and transferable findings across museum types that wish to assist the designers during the early decision stages. This paper provides an introduction to the field, emphasising its interdisciplinary nature and reviews related work in the area of online exhibition design. It also presents an overview of the methodology, elaborating on the individual methodology steps; in particular, the processes for determining the visitors’ perception of the museum (degree of museumness); the museum needs that require to be supported; the educational approach to be adopted; the relevance to life-long learning activities; the approach to adaptivity; and user involvement have been reviewed.
This paper investigates the effect that smart routing and recommendations can have on improving the Quality of Experience of museum visitors. The novelty of our approach consists of taking into account not only user interests but also their visiting styles, as well as modeling the museum not as a sterile space but as a location where crowds meet and interact, impacting each visitor’s Quality of Experience. The investigation is done by an empirical study on data gathered by a custom-made simulator tailored for the museum user routing problem. Results are promising and future potential and directions are discussed.
The Experimedia Blue project aims at enhancing the visiting experience before, during and after the actual museum visit. Using a novel methodology, museum visitors’ cognitive styles are extracted through a short quiz onsite or a Facebook game offsite. The system’s recommendation component provides personalised information to the user combing museum characteristics, visitor’s behaviour in the museum and elements of user’s personality. Being a work in progress, initial results have been encouraging and final experimentation phase is expected in spring 2013.
museum, cognitive style, social network games, user profiling
The unique aspects of different places seem to require games of different characteristics. This paper describes the initial steps of an attempt to design games for different places of cultural heritage and consists of three parts. In the first part, the descriptive model to be used as a classification method for games of different characteristics for cultural heritage sites is presented. In the second part, the model is used for the creation of different cultural heritage games. Finally, the third part presents a detailed case study of one of the developed games, showing the implementation and user testing processes as well as its efficiency in terms of education and visit motivation.
The proposed methodological framework reviews and uses knowledge from the field of cognitive psychology in order to evaluate aspects of educational games. In particular, we concentrate on two components of human cognition that play a central role in learning, namely memory and motivation. After having reviewed theories in the field, we created a questionnaire in order to evaluate educational games. The questionnaire incorporates different experimental findings of cognitive psychology. In particular, we have applied Maslow’s motivation theory, behavioural findings on reinforcement, experimental findings about attention and memory. We present the results obtained from the evaluation of three games, Angry Birds, PAC-MAN and Mega Jump. The results confirmed the user ratings of the three games, showing that there seem to be cognitive reasons for the success/failure of different games. Finally, a list of guidelines for developers is included.
The time restrictions that apply in museum learning increase the need for adaptive and/or adaptable technologies. However, deriving a visitor’s profile is not an easy task, since most common ways (asking direct questions, recording user actions) are either intrusive or time consuming. Observing the visitors’ movement (visiting style) within the museum could provide valuable information regarding adaptivity. In the present study, issues of visiting style were explored and statistical significance was found once different factors were analyzed. Most importantly, there seems to be a connection between the way people move in a museum and the way they prefer to approach and process information cognitively. Environmental factors that can affect the expression of visiting style were also identified.
Viewing mobile learning as a valuable tool for life long learning, the paper wishes to explore different scenarios for the
use of visitors’ mobile phones within the museum environment. The museum is perceived as a life long learning
institution and there are suggestions for the design of mobile learning technology that adapts to the different learning
needs of a diverse public.
The proposed technology intends to use museum visitors’ mobile phones, in order to decrease the cost of technology for
museum use and also to avoid cognitive overload of visitors, by allowing them to use a device they own and know how to
use. The use of Bluetooth technology within the museum environment can provide an efficient and easy way to provide
visitors with personalised information on site. After distinguishing between four types of visitors, we propose brief
scenarios of use, in order to cover each type’s needs.