Archivi categoria: Museo

SMartART

This app brings interactive information about artworks to museum or gallery visitors just by taking a picture. This background information is accessible also off-line. Therefore SMartART allows its users to enjoy the images during their visit but also afterwards and easily share and recommend them with their family and friends via social networks, such as Instragram, Facebook or Twitter. In this way it is possible to create a personal storytelling of the museum experience.

Users are strongly engaged and inspired. Their curiosity of gaining more information grows instantly.

This app represents an important advantage for museums and exhibitions in order to reach broader target groups and spread information more easily. Therefore, museums can improve its management and valorisation, keeping track of user interactions inside and outside the museum and reach a greater visibility of their collections.

SMartART has been presented by Paolo Mazzanti and Roberto Caldelli during the European Culture Forum 2013 in Brussels where it became the winner of “Make Culture” in the category @diversity in an European Competition.

 

Questa App consente di ottenere informazioni interattive su un oggetto museale, un museo o una galleria, semplicemente scattando una foto. Le informazioni di base circa l’oggetto fotografato sono disponibili anche offline, consentendo agli utenti di godere delle informazioni aggiuntive anche in assenza di rete internet. Le informazioni restano disponibili durante e dopo la visita e possono essere condivise tramite i maggiori Social Network (Instragram, Facebook o Twitter). Tramite la condivisione delle opere d’arte e delle informazioni a esse connesse è possibile creare una personale narrazione (storytelling) della visita al museo o alla galleria d’arte.

L’uso della app promuove l’impegno dell’utente e la sua curiosità in merito agli oggetti visionati. Inoltre, SMartArt costituisce uno straordinario mezzo di comunicazione di informazioni aggiuntive da parte dei musei che possono migliorare la gestione e la valorizzazione del patrimonio culturale posseduto, nonché amplificare la visibilità esterna delle proprie collezioni.

SMartART è stata presentata da Paolo Mazzanti e Roberto Caldelli durante l’European Culture Forum del 2013 a Brussels, vincendo il premio Europeo “Make Culture” nella categoria @diversity.

SMartART

 

SMartART – Quando le immagini parlano di arte

SMartART è un’app che permette agli utenti di reperire informazioni su un’opera d’arte attraverso una semplice foto!

Type
  • Tool
Usage
  • Tracking / mapping / routing
  • Exploring / research / inquiry
  • Recording / collecting
  • Presenting / reporting
Learning activities
  • Raise attention, intensify perception (raise questions, predict…)
  • Show, demonstrate, give access to (also tangible) also to events, objects that are otherwise inaccessible
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Create own (re)presentation, impression
Context
  • Classroom
  • Museum
  • At home
Languages
  • English
  • Italian
Age 6 to 12 years
Keywords
  • app
  • smartphone
  • digital tools
  • mobile
  • Storytelling
Submitted by

 

Heritage App

The ErfgoedApp allows over 1,700 museums and heritage organizations in Flanders and Brussels to provide multimedia information to their visitors using innovative technology. The possibilities are extensive, thanks to the flexibility with which new information can be created. The ErfgoedApp offers numerous opportunities but its most important feature is that the user can always see the additional information in a simple way and without technical problems. Additional information on heritage is made visible only when the user scans a code or receives a push message from a Heritage Beacon. The app works on the basis of the latest technologies such as iBeacons and augmented reality. Heritage workers or educational directors in musea or on heritage sites can easily create their own augmented or virtual reality media to augment visits. The user only requires a smart phone with the (free) ErgoedApp installed. A manual and training opportunities are available to assist content providers. 

Courtesy: ErfgoedApp

 

Because the App makes use of the (user’s own) smartphone, it is easy to see how it can be combined in scenarios where all other phone functionailities such as tracking, quizzes, recording, commenting, analysing etc are addressed as competences. The learning content creatpr has endless possibilities to challenge and entertain the learner.

ErfgoedApp

Type
  • Tool
Usage
  • Tracking / mapping / routing
  • Instruction / assignment
  • Recording / collecting
  • Presenting / reporting
Learning activities
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Create own (re)presentation, impression
Context
  • Museum
  • Heritage site
Languages
  • English
  • Dutch
Age 10 to 12 years
Keywords
  • app
  • smartphone
  • augmented reality
  • digital tools
  • creativity
  • mobile
Submitted by
 

InHerit, heritage interpretation course materials

Heritage-interpretation is a form of non-formal learning through proposing significant data about a site to the public. It draws cognitive and emotional relationships between the visitors and what they can discover in a particular place: a reserve, a historic site, a museum etc. It reveals deeper meanings, relationships and insights via active experience and illustrative media rather than merely passing on facts. InHerit aims to build heritage staff capacity for competence oriented non-formal learning in inspiring contexts that improve the adult learning potential at heritage sites through professional development of managers and educators at these sites. In-service training courses at European and national level shall further their competences to realize the full potential of Heritage Interpretation for non-formal and informal learning.

The course materials are available in different languages and include a complete set of materials that will be used for the HI training courses. The most useful for teachers amongst these are:

  • Training Manual: A manual for tutors with a range of interactive methods such as role play, proposals for discovery based learning through small group project etc.
  • E-book: Digging Deeper: Exploring the Philosophical Roots of Heritage Interpretation

InHerit, lesmaterialen over de interpretatie van erfgoed

InHerit is een Grundtvig multilateral project over de interpretatie van erfgoed. InHerit wil de interpretatie van erfgoed inzetten als instrument om het onderwijs ter plaatse meer effectief, interessant en efficient te maken. Ook wil InHerit erfgoed (materieel en immaterieel, natuurlijk en gecreeerd) neerzetten als de ideale plek om tot leren te komen. Deze web site verschaft handleidingen, aanbevelingen, beleidsdocumenten voor leerkrachten en voor opleiders van lesgevers, om hen te helpen bij het ontwikkelen van les programma’s voor erfgoed interpretatie.

InHerit, materiali didattici per l’interpretazione del patrimonio culturale

InHerit è un progetto europeo ‘Grundtvig multilaterale’ sull’interpretazione del patrimonio culturale. InHerit intende presentare l’interpretazione del patrimonio culturale come uno strumento ideale e un approccio per rendere più efficace e interessante l’apprendimento basato su un luogo specifico. Il progetto si propone inoltre di presentare il patrimonio culturale (tangibile e intangibile, quello naturale come quello costruito dall’uomo) come lo spazio ideale di apprendimento per sviluppare le competenze chiave. Il sito fornisce manuali, linee guida, documenti indirizzati agli insegnanti e ai docenti formatori per supportarli nello sviluppo di programmi educativi per l’interpretazione del patrimonio culturale.

Type
  • Practise
Usage
  • Instruction / assignment
Context
  • Classroom
  • Museum
  • Heritage site
Languages
  • English
  • Dutch
Keywords
  • training
  • heritage education
  • interpretation
  • train the trainer
Submitted by

 

Scatt-Arte – Photos of art

Smart devices can be used to engage children to explore the museum and take pictures of objects that attract their attention. Pictures can then be downloaded (via Bluetooth) to a shared screen that the teacher uses for showing and discussion. This allows the use of the individual initiative of the child as the starting point to research a topic, which ensures a greater and longer impact on their memory. Furthermore, this allows to drive their compulsive picture-taking into a useful task with a purpose.
Often children have their own smartphone and it is a challenge for the educators to divert the attention of the children from their phones. Very often, taking pictures is interpreted by the child as a group game, seldom giving importance to the picture itself.
An activity that comprises picture-taking with these devices (instead of fighting against the smart phones), can open the student’s mind to perceive such device not just as a toy but also as a working and learning instrument.

Subjects that can apply: Art, Technology, History, Religion, Italian, Geography, Science
General learning objectives:
1. Expand and / or deepen the knowledge base on a specific theme
2. Highlight a cultural site’s function as an active center of learning and education
3. Develop observation and critical thinking skills and competences
4. Educate to know and respect cultural heritage as a patrimony of the community

Specific learning objectives:
a. Use photographic language and techniques to enhance awareness on cultural heritage and its protection
b. Stimulating an aware and conscious observation, through the photographic lens
c. Identify photography as a documentation tool

Number of participants: up to 30 students
Duration: from 2 to 3 hours
Activity Structure:

Introduction on the role of photography for scientific research in the artistic and archaeological field.
Basics of photography (choice of the subject, framing, image composition, perspective and depth of field, use of light), and analysis of the most common and frequent mistakes.
Invitation to choose a subject to be photographed inside the museum, allowing the children to move freely and giving them a time limit to return to the meeting point (about 5 minutes).
At the end you will be able to download photos via USB cable or Bluetooth or e-mailing them to the computer that will be used for the display.
The teacher can analyze the photos with the children, using them as a starting point to elaborate on the subject captured. The students will be able to choose where to place their photo in a larger composition made by means of any imaging software, such as Paint .
Tools: A computer with Bluetooth and / or USB port and cable, students use their own smartphones or cameras (if not all learners have one, organise the group into pairs).

Scatt-Arte – Foto’s van kunst
Slimme apparaten kunnen voor kinderen speelgoed worden waarmee ze vertrouwd zijn. De lesgever kan kinderen helpen hen te leren ervaren hoe zulk een slimme device ook een gereedschap kan worden om op een speelse manier te leren.
Scatt-Arte – Le foto dell’arte

Usare dispositivi intelligenti e digitali può essere un metodo efficace per invitare i bambini ad esplorare il museo. Invitati a scattare foto degli oggetti museali che attirano la loro attenzione, bambini e ragazzi collezionano durante la visita al museo o al sito archeologico delle immagini che, tramite dispositivo Bluetooth, possono essere condivisi su uno schermo comune e utilizzati come fonti di dibattito e punto di partenza per una lezione dialogata.

Questo permette di utilizzare l’iniziativa individuale del bambino come punto di partenza per ricercare un argomento, garantendo un impatto più durevole nella memoria e nell’apprendimento in generale. Inoltre, questa pratica permette di guidare l’azione compulsiva di scattare foto trasformandola in un compito utile.

Spesso i bambini e i ragazzi possiedono un proprio smartphone ed è una sfida, soprattutto dell’educatore museale, deviare l’attenzione da esso durante una visita didattica all’interno di un museo o di un sito archeologico. E spesso scattare foto è interpretato da un bambino come un gioco di gruppo, dando poca importanza alla immagine stessa.

Un’attività che comprende la qualità dello scatto con un dispositivo tecnologico apre la mente dello studente di percepire questo non solo come gioco, ma come strumento di lavoro.

Materie coinvolte: Arte, Tecnica, Storia, Religione, Italiano, Geografia, Scienza

Obiettivi didattici generali:

  1. Ampliare e/o approfondire la base di conoscenze su un tema specifico
  2. Potenziare la funzione dell’area archeologica come centro attivo di cultura e di educazione
  3. Sviluppare la capacità di osservazione e di critica
  4. Educare alla conoscenza e al rispetto del patrimonio archeologico come bene della collettività

Obiettivi didattici specifici:

  1. Utilizzare il linguaggio e le tecniche fotografiche per potenziare la sensibilizzazione al bene archeologico e alla sua tutela
  2. Guidare un’osservazione consapevole attraverso l’occhio dell’obiettivo fotografico
  3. Individuare e distinguere la fotografia come strumento di documentazione archeologica, dalla personalizzazione della fotografia libera e creativa

Numero di partecipanti: fino a 30 studenti

Durata: da 2 a 3 ore

Struttura dell’attività: Introduzione al ruolo della fotografia per lo studio scientifico in campo artistico ed archeologico.

Nozioni basilari per eseguire una fotografia “corretta” (scelta del soggetto, inquadratura, composizione dell’immagine, prospettiva e profondità di campo, uso della luce) e analisi degli errori più comuni e frequenti.

Invito a scegliere un soggetto da fotografare all’interno del museo, lasciando i ragazzi muoversi liberamente e dando loro un limite di tempo per tornare al punto di incontro (circa 5 minuti).

Al termine sarà possibile scaricare le foto per mezzo di cavi usb oppure di bluetooth o ancora spedendole al computer che verrà utilizzato per la composizione.

L’insegnante potrà analizzare le foto insieme ai ragazzi, prendendole come spunto per approfondire il soggetto ritratto e i ragazzi potranno scegliere dove collocare la loro foto all’interno di una composizione più grande fatta per mezzo di un qualsiasi software di gestione immagini, ad esempio Paint.

Strumenti: Un computer con bluetooth e/o porta e cavo usb, gli smartphone dei ragazzi (se qualcuno non ce l’ha, organizzare il gruppo in coppie).


Type
  • Practise
Usage
  • Exploring / research / inquiry
  • Recording / collecting
Learning activities
  • Hook (get attention, build interest, break the ice, catch the eye)
  • Raise attention, intensify perception (raise questions, predict…)
  • Affect, emotional and empathic engagement
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Create own (re)presentation, impression
Context
  • Museum
  • Heritage site
Languages
  • English
Age 9 to 12 years
Keywords
  • Photography, photos, pictures, smartphone, tablet, exploring, observing
Submitted by
 

Augmented Reality for orientation

The use of apps such as Layar or Junaio enable to create a presentation of information that can be anchored to a specific geographic spot. This layer of information can then be seen by looking at the reality that surrounds you through the lens of a smart device. It will show you the area you are aiming at but with extra information added to it. The result is like seeing virtual object that are anchored to real objects, as if your device were unveiling a hidden dimension.
In cultural heritage this has been used to create audioguides with hypercontent. The fact of using Layar or Junaio allows you to open this possibility to anyone, creating interactive audioguides in which the visitors themselves can upload their impressions and photos.

Augmented Reality voor orientatie
Een applicatie om Augmented Reality op interatieve wijze in te zetten binnen een erfgoedomgeving.
Realtà Aumentata per l’orientamento

L’uso di applicazioni come Layar o Junaio consentono di creare una presentazione di informazioni che risultano ancorate ad un punto geografico specifico. Questo strato di informazioni può quindi essere visto guardando alla realtà che vi circonda attraverso l’obiettivo contenuto in uno smartphone. Come prima di scattare una foto, sul monitor si vede l’area che si sta puntando ma con l’aggiunta di contenuti virtuali che simulano di essere posizionati nello spazio circostante. Il risultato è quello di vedere oggetti virtuali che sono ancorati agli oggetti reali, come se il dispositivo svelasse una dimensione nascosta.
Nel caso del patrimonio culturale, queste app sono state utilizzate per creare audioguide con contenuti multimediali. Il fatto di utilizzare Layar o Junaio consente di aprire questa possibilità a chiunque, creando audioguide interattive in cui i visitatori possono caricare le loro impressioni e foto.


Type
  • Tool
Usage
  • Tracking / mapping / routing
  • Exploring / research / inquiry
  • Recording / collecting
Learning activities
  • Hook (get attention, build interest, break the ice, catch the eye)
  • Signpost (introduce, set the scene, chapterise…)
  • Raise attention, intensify perception (raise questions, predict…)
  • Show, demonstrate, give access to (also tangible) also to events, objects that are otherwise inaccessible
  • Affect, emotional and empathic engagement
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Make a synthesis, interprete
  • Create own (re)presentation, impression
Context
  • Museum
  • Heritage site
Languages
  • English
Age 10 to 12 years
Keywords
  • augmented reality, AR, Junaio, Layar, layer, multimedia
Submitted by
 

Toolbox with 4 basic Heritage tools

Purpose: These four heritage tools help heritage institutions to design their own simple game with a collection or a theme.The game can create interest and curiosity before visiting the museum or heritage site or reflect on it afterwards.
Using digital images of their own collections, they can shape:

1. a memory game
A basic tool to use for smaller children (age 5 – 7).
Example
ceramic pots: https://erfgoedtools.nl/games/memory/speel/FVM4PIYZ

2. make a serie
A basic tool to put objects, photos or documents in a chronological order.
Example
WW II: https://www.erfgoedtools.nl/games/reeksspel/speel/UVCT0R6M

This is a good example because their is some context with every card. 

3. connect image to location
A basic tool to connect a monument to the right spot on google maps.
Example
Antikwall: https://www.erfgoedtools.nl/games/plaatsspel/speel/P8ACIRZY

4. A couple game
A basic tool to make couples (then and now, details and the bigger picture)
Example
St. Bavo church https://erfgoedtools.nl/games/koppelspel/speel/RGT6MUE6

Partner organisations: To be used by (small) museums, other heritage organisations, teachers and even pupils to reflect or collect. Under the tabs museum, archive and school you can find examples of games made by others. By clicking on the four different icons on the homepage you can make your own game.

Cultural heritage institutions can also provide sets of images that can be used by teachers / students to design their own games.

The games are easy in/to link to your own website or in a manual for teachers.

Duration: 15 – 30 minutes

Utilities: a collection of images, belonging to a (heritage) museum of theme.

Comments: these tools are very simple, therefore they might work. How they represent an extra value for the learning process depends on the way they are implemented! 

Toolbox met 4 basic Heritage gereedschappen

Doel: met deze vier erfgoedtools ontwerpen erfgoedinstellingen een ​​eenvoudig spel bij een collectie of een thema. Het spel kan voorafgaand aan bezoek interesse en nieuwsgierigheid opwekken of na bezoek erop reflecteren. Met gebruik van digitale afbeeldingen van de eigen collecties kunnen ze vormgeven:

1. een memory
voorbeeld keramiek potten: https://erfgoedtools.nl/games/memory/speel/FVM4PIYZ

2. een reeksspel
voorbeeld WO II: https://www.erfgoedtools.nl/games/reeksspel/speel/UVCT0R6M

3. een plaatsspel
voorbeeld Antikwall: https://www.erfgoedtools.nl/games/plaatsspel/speel/P8ACIRZY

4. een koppelspel
voorbeeld St. Bavo kerk: https://erfgoedtools.nl/games/koppelspel/speel/RGT6MUE6

Partners/organistaie: Te gebruiken door (kleine) musea, andere erfgoedorganisaties, leraren en zelfs leerlingen om na te denken of te verzamelen. Onder de tabs museum, archief en de school kun je voorbeelden van spellen die door anderen. Door te klikken op de vier verschillende pictogrammen op de homepage kunt u uw eigen spel te maken.

Duur: speeltijd voor leerlingen 15-30 minuten

Benodigdheden: een verzameling van foto’s, die behoren tot een (erfgoed) museum van het thema.
Het spel is makkelijk te koppelen aan de eigen website of in een handleiding voor leerkrachten. Erfgoedinstellingen kunnen ook sets van afbeeldingen leveren die kunnen worden gebruikt door docenten / leerlingen om hun eigen games te ontwerpen.

Commentaar: deze tools zijn zeer eenvoudig, dus ze zou kunnen werken. Hoe ze een meerwaarde vormen voor het leerproces is afhankelijk van de manier waarop ze worden uitgevoerd!

Quattro strumenti di base per la didattica culturale

Si tratta di un sito con 4 semplici giochi. Le istituzioni culturali e i (piccoli) musei possono creare dei giochi semplici per comunicare la propria collezione utilizzando immagini digitali: 1. Memoria; 2. Collocare su una mappa; 3. Trovare il legame tra immagini; 4. Creare una serie.

Type
  • Tool
Usage
  • Exploring / research / inquiry
  • Recording / collecting
  • Presenting / reporting
Learning activities
  • Hook (get attention, build interest, break the ice, catch the eye)
  • Signpost (introduce, set the scene, chapterise…)
  • Raise attention, intensify perception (raise questions, predict…)
  • Show, demonstrate, give access to (also tangible) also to events, objects that are otherwise inaccessible
  • Affect, emotional and empathic engagement
  • Create own (re)presentation, impression
Context
  • Classroom
  • Museum
  • Heritage site
  • At home
Languages
  • Dutch
Keywords
  • heritages games
  • memory game
Submitted by

 

Edublogs – The largest education blogging platform on the web

 

Edublogs is an easy and safe platform that enables teachers to set up a blog for their class.

They can:

  • Invite or create a student account;
  • Approve all students’ posts and comments;
  • Set up privacy controls;
  • Leave private comments on student writing;
  • Organize students in groups and lists;
  • Monitor progress with detailed user reports.

It can be used in the ‘sharing’ phase of the Digital Storytelling process.

There is also an App for Apple and Android devices that may give teachers the opportunity to invite students to experience the mobile blogging during a visit in a museum or on a heritage site.

A ‘CampusPress’ version designed for entire schools, districts, or universities is also available. Basic version is entirely free but additional costs apply depending on the scale and features that are required.

Since 2005, Edublogs has grown to become the largest educational blogging network in the world. It is a project of the WordPress company Incsub, based in Australia.

*This content has been adapted from http://edublogs.org/

Edublogs – De grootste onderwijs blogging platform op het web
Edublogs is een veilig platform dat leraren in staat stelt om gemakkelijk en veilig een blog op te zetten voor gebruik in de lessen.
Leerkrachten kunnen:
• leerling accounts aanmaken en leerlingen uitnodigen;
• berichten en reacties van alle leerlingen goedkeuren of tegenhouden;
• de privacy instellingen beheren;
• private reacties achterlaten op notities van de leerlingen;
• leerlingen onderverdelen in groepen en lijsten;
• bijdragen van de leerlingen bekijken en gedetailleerde gebruiksrapporten opvragen.Edublogs kan gebruikt worden in het Digital Storytelling proces tijdens het delen of publiek maken van de resultaten.
Edublogs – La piu’ grande piattaforma blog educativa

Edublogs e’ una semplice e sicura piattaforma che consente agli insegnanti di metter su un blog per la loro classe.

Gli insegnanti possono:
• Invitare o creare un account per ogni studente;
• Approvare i post e i commenti;
• Stabilire i controlli per la privacy;
• Mantenere privati i commenti sugli articoli scritti dagli studenti;
• Organizzare gli studenti in gruppi e liste;
• Controllare i loro progressi con dettagliati report per ogni utente.

Puo’ essere usata nella fase ‘sharing’ del processo di ‘Digital Storytelling’.


Type
  • Tool
Usage
  • Exploring / research / inquiry
  • Recording / collecting
  • Presenting / reporting
Learning activities
  • Show, demonstrate, give access to (also tangible) also to events, objects that are otherwise inaccessible
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
  • Make a synthesis, interprete
  • Create own (re)presentation, impression
Context
  • Classroom
  • Museum
  • Heritage site
  • At home
Languages
  • English
Keywords
  • blogging
  • creative writing
  • IT skills
  • Storytelling
  • creativity
Submitted by
 

Answer Garden – A minimal feedback tool to get attention

 

Answer Garden is a free, easy-to-use and minimalistic tool for students real-time participation. It helps teachers to stimulate their attention and contribution to discussions. We suggest using it in the Briefing session of the Digital Storytelling process as an ice-breaker.

Teachers can write their question as a sort of title of their Answer Garden and, after having pressed the submit button, they’ll receive all the answers in a new page in a form of a growing words cloud.

Students can participate either by entering their own answers or by clicking on and submitting existing answers.

Would be ideal to choose questions that stimulate short (one word) answers.

The tool can be embedded on blogs, websites or social network pages.

It can be used on the web or on iPad.

More details about how to moderate discussions and remove unwanted answers are available here: https://answergarden.ch/about-AnswerGarden/

Watch a tutorial here:
https://www.youtube.com/watch?list=PLenPcI5Zc4Ig0sK0ZxBvUY0IQSOVbSKup&v=4sL8JDJ6vlg 

Answer Garden – Eenvoudig online feedback geven
Answer Garden is een gratis en eenvoudig te gebruiken tool om de actieve participatie van leerlingen tijdens discussies te stimuleren. We adviseren om deze tool in te zetten als ijsbreker tijdens de instructiefase van Digital Storytelling. De tool kan worden gebruikt op blogs, websites en social media.
Answer Garden – Uno strumento semplice per attirare l’attenzione degli studenti
Answer Garden e’ uno strumento gratuito, semplice da usare e minimale per la partecipazione in tempo reale degli studenti. Puo’ aiutare gli insegnanti a catturare l’attenzione degli studenti e stimolare il loro contributo alle discussioni.
Ne suggeriamo l’uso nella fase di ‘Briefing’ del Digital Storytelling come attivita’ per rompere il ghiaccio.

Questo strumento puo’ essere integrato in blog, siti web e sui social network.


Type
  • Tool
Usage
  • Tracking / mapping / routing
Learning activities
  • Hook (get attention, build interest, break the ice, catch the eye)
Context
  • Classroom
  • Museum
  • Heritage site
  • At home
Languages
  • English
Keywords
  • briefing
  • Storytelling
  • feedback
  • ice-breaking
Submitted by
 

Huntzz – Treasure hunts and tours across the UK and Europe to experiment gamification

Several museums across the UK are developing their own appications to engage visitors with a treasure hunt-type challenge. Huntzz is a sort of collection of a large number of those and even more, as it collects 17 ‘treasure hunts’ from the London area, 27 more from heirtage sites all over the  UK and 12 more from Europe and elsewhere. This is why, before planning a visit in a museum or heritage site, it can be considered a more versatile tool than an app developed by a specific museum to experiment gamification as part of the learning process in cultural and heritage education.

Huntzz is a GPS based treasure (scavenger) hunting game that allows anyone to both play and create hunts. The treasure hunt creation tool is built into the free app: it’s easy to create a treasure hunt and share it with a group of students.

It is available on Google Play and in the App Store.

Some treasure hunts are free, but getting access to all of them and to more than 50 hours of ‘educational fun’ costs £2.99 ($4.99).
London treasure hunts include:

* The British Museum
* Trafalgar Square
* National Gallery
* National Portrait Gallery
* Covent Garden
* Natural History Museum
* V&A Museum
* Tower Bridge
* The Science Museum

There are many more in the UK, including:

* Oxford
* Cambridge
* York
* Leeds
* Liverpool
* Birmingham
* St Albans Cathedral
* Guildford
* Hatfield House
* The Fitzwilliam Museum
* Warwick
* Salisbury Cathedral

European treasure hunts include:

* The Louvre
* Eiffel Tower
* Notre Dame Cathedral
* Palace of Versailles
* Florence
* Athens
* Riga
* Thessaloniki

 

Huntzz – Op schattenjacht en rondleidingen in het Verenigd Koninkrijk en Europa. Experimenten met speelse leervormen.
Diverse musea in het Verenigd Koninkrijk zijn bezig met de ontwikkeling van eigen applicaties zoals achattenjachten voor hun bezoekers. Huntzz is een verzameling van een groot aantal van zulke spelen: het verzamelt 17 schattenjachten uit het Londense, verder nog 27 spelen van erfgoedlokaties elders in het Verenigd Koninkrijk en 12 meer uit Europa en elders.

Huntzz is een GPS-gebaseerde applicatie om schattenjachten te maken of te spelen, iedereen kan zowel schattenjachten spelen als er zelf nieuwe aanmaken. Huntzz is beschikbaar op Google Play en in de App Store.

Huntzz – Una caccia al tesoro in giro per il Regno Unito e Europa
Diversi musei del Regno Unito stanno sviluppando le loro applicazioni per coinvolgere i visitatori in una sfida simile a una caccia al tesoro. Huntzz e’ come la somma di tutte queste o forse anche di piu’, visto che raccoglie 17 cacce al tesoro da Londra, altre 27 da siti culturali del Regno Unito e altre 12 dal resto d’Europa.

Huntzz e’ una caccia al tesoro che usa il GPS e consente a tutti di giocare e creare la propria. E’ disponibile su Google Play e sull’App Store.


Type
  • Tool
Usage
  • Exploring / research / inquiry
Learning activities
  • Hook (get attention, build interest, break the ice, catch the eye)
  • Raise attention, intensify perception (raise questions, predict…)
  • Enable cognition (observe, analyse, incite activity such as describe etc.)
Context
  • Museum
  • Heritage site
Languages
  • English
Keywords
  • digital tools
  • gamification
Submitted by
 

SMARTART: When the Images Speak of Art

COURSES This approach can be applied in the following courses / subjects:

·      Design and technology (ICT)

·      History

·      Art and design

NATIONAL CURRICULUM Using ICT in promoting cultural and heritage education is promoted by the Italian School System from Primary school to High school.

GOALS The aim of this approach is to develop museum knowledge in primary-middle-high school students, through the use of apps. The learning methodology used is BYOD (Bring Your Own Device) thanks to which students can use their own devices in a predetermined learning pathway, planned by the teacher.

PARTICIPANTS Middle and high school students, divided into working groups of at least 3 members.

DURATION 2 activities; about 2 h for each activity

PLAN OF ACTIVITIES

After having chosen a Museum that offers the use of the application SMartART, a teacher could divide his/her students in small groups of 3 or 4. Every group receives a list of artworks of the Museum. During their visit, the children walk around the Museum and discover it. As soon as they find an artwork that is included in their list, they should take a picture of its icon in order to instantly receive background information and interactive contents about the chosen artwork. The small groups will explore multimedia additional information, such as texts, videos and links. After their visit, the class will meet back at school where every students group explains what they discovered to their classmates.

The information collected by the students is accessible also off-line, what means that the pupils have access to certain information also after their visit. They can save the artwork adding it to his/ hers favourites, collecting them in a storyboard like a “postcards souvenir”. Therefore, children will be strongly engaged and inspired, and their curiosity of gaining more information grows even more. This kind of work makes it possible to reuse the gained information also in the following lessons. Students/pupils can visualize the itinerary they did in the museum and, encouraged and guided by the teacher,  they can examine and analyze more in depth the artworks they saw. Also, teachers can create and realize learning pathways in which artworks, found by the students in the museum and saved in the SmartArt collection, are the starting point for developing other knowledge.

Moreover, teachers could use this application in order to let their pupils create a personal Storytelling of the museum experience and to share their personal collection via Social Media. Moreover, they can easily recommend museums and galleries to their friends and family.

UTILITIES smartphone or tablet

Different uses of SMartART

SMARTART: Als afbeeldingen spreken over kunst

Een voorbeeld van een leer/onderwijsactiviteit met behulp van de SmartArt App.

Quando le immagini parlano di Arte

L’uso delle TIC per lo sviluppo di conoscenze legate ai musei e alle opere d’arte viene promosso dalle Indicazioni Nazionali e dalle Linee Guida per gli Istituti Tecnici, Professionali e Licei

per tutta la durata dei cicli di istruzione. Lo scopo di questo tipo di scenario di insegnamento/apprendimento è quello di fornire agli studenti la possibilità di sviluppare le proprie conoscenze in ambito museale e artistico attraverso l’utilizzo di app e degli strumenti digitali da loro posseduti. La metodologia del BYOD (Bring Your Own Device) permette l’utilizzo di smartphone e tablet degli student in percorsi di apprendimento costruiti con attenzione dal docente. La app SMartART, indirizzata ad alunni di scuola media e superiori, può essere utilizzata nel seguente modo: il docente divide gli alunni in gruppi di 3-4 membri e assegna loro una lista di opera d’arte che essi autonomamente devono cercare durante la visita al museo. Le opere verranno inquadrate dagli alunni che ricaveranno automaticamente tutte le informazioni attraverso la app. Una volta terminate la visita, gli studenti potranno esporre in classe il loro percorso effettuato all’interno del museo e le informazioni ricavate grazie a SMartART. Tali informazioni, disponibili anche offline, possono essere riprese e riutilizzate dagli alunni in qualsiasi momento del percorso di apprendimento. Inoltre, essi avranno la possibilità di creare un personale Storytelling riguardo l’esperienza al museo e condividerlo tramite i Social network.


Type
  • Practise
Usage
  • Tracking / mapping / routing
  • Recording / collecting
Learning activities
  • Hook (get attention, build interest, break the ice, catch the eye)
  • Create own (re)presentation, impression
Context
  • Classroom
  • Museum
Languages
  • English
  • Italian
Age 9 to 12 years
Keywords
  • app
  • SMartART
  • BYOD
Submitted by