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  Posts in category 'children'
 
Creating the user experience of an educational and strategy-based adventure game
2 November 2006
 

savannah.jpgBooks are great tools to aiding learning and imagination, but is it possible to use technology in such a way that children might actually experience something like the African savannah for themselves? Savannah, a strategy-based adventure game mapping a virtual space onto a real one, was developed with just such an ambitious aim.

The understanding that game- and role-play can be effective educational tools has long been accepted, but in coming up with the idea of Savannah, a game in which a virtual space (the African savannah) would be mapped onto a real space (a Bristol school’s playing field), research and development organisation Futurelab aimed to take the concept to new levels, ones that would incorporate a number of new and unproven objectives.

As Jo Morrison, creative director at Futurelab explains: ‘We were very interested in whether the appealing and motivating aspects of computer gameplay could be harnessed and transposed into a mixed reality experience. The initial concept was developed in-house, then conversations took place with the BBC’s Natural History Unit and staff at Hewlett Packard working on the Mobile Bristol Initiative to see if they were interested in developing the notion of an augmented reality game where children collaborated when role-playing lions in a savannah.’

In the game, children move around a real space with GPS-linked PDAs, pretending to be a pride of lions which has to survive a year in the savannah. As they move around, the children/lions encounter hotspots where they can smell, hear and see objects (prey, predators etc) on their screens, and the computers link them to each other so that they can work together and communicate information both to each other and to an interactive whiteboard in ‘the den’ which monitors their progress.

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Compelling experiences and game-like interfaces for the Virtual Museum of Canada
25 September 2006
 

safe_trax.gif“The Virtual Museum of Canada must unashamedly create compelling experiences and should experiment with game-like interfaces that are strongly content-based for the born-digital generations.”

This is one of the core conclusions of the Next Generation report (”experience design” chapter) on the future development of the popular Virtual Museum of Canada website.

 
Children’s Museum of Manhattan emphasises play as foundation of learning [The New York Times]
8 August 2006
 

children_museum.jpg“PlayWorks” is the title of a new permanent exhibition at the Children’s Museum of Manhattan aimed at children under 5.

“Beneath each image will be a second canvas, a textural and three-dimensional rendering, which a child can touch. And this installation will be just one in a series of interactive exhibits: a huge transparent wall whose surface is for fingerpainting; a climbing structure with hidden dioramas; a sand laboratory with buried “treasures”; a construction area for building gadgets; and, among many other displays, a mechanical baby dragon that will say words when children drop letters into its mouth. The exhibition’s emphasis is not the old saw that learning is fun, but that fun is learning.”

“The idea is that in moments of everyday play children are really getting a tremendous amount of education,” said Kathy Hirsh-Pasek, a professor of psychology at Temple University and an adviser to the project. “The significance of play as a foundation for learning is a critically important cultural message.”

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Dandelion by Sennep
14 July 2006
 



London based Sennep created an interactive dandelion for Transvision 2006. Elegantly simple and playful, this installation allowed users to blow away the seeds of a dandelion clock using a real electric hairdryer.

“Blowing it apart is a popular pastime for children. The number of blows required to completely rid the clock of its seeds is deemed to be the time of day.”

(via pixelsumo)

 
Soundgarten
14 July 2006
 




Soundgarten by Michael Wolf is a tangible interface that enables children to record, modify and arrange sound samples in a playful way. Designed as a toy, the garden has 19 plug holes that can fit sounds in the form of mushroom objects. Children can use the pre-defined environmental or musical sounds, or use a wireless microphone to record their own. The three levels of the garden control the sound volume.

Each mushroom object is colour coded and contains an icon to indicate the sound. Effects and filters (echo, resonance, play backwards, increase & decrease) can be applied to sounds using the leaf objects. More than one filter object can be used on each sound, helping the child understand musical and sound principles from an early age.

(via we-make-money-not-art and pixelsumo)

 
Music for your eyes
13 July 2006
 



In the Papalote Museo del Niño (a kids tangible museum in Mexico city), there is a Digital Dome that plays music for your eyes.