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April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

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Phase Methods Visitor data collection<br />

4 IF-Q1-Q2-<br />

D-P<br />

5 Q2-D-P<br />

Same questionnaire as in phase 3. The focus interviews aim to understand the game<br />

experience of the players.<br />

Survey given to the players after playing.<br />

Survey topics: visitor’s motives, self-evaluation of their learning experiences, their opinion<br />

about the game and the museum, and their suggestions for the improvement of both.<br />

Instrument for the creation of the HCG stories<br />

Based on the visitors’ requests after the first two phases (Figure 2), we decided to create HCG stories that would<br />

promote a conversation between the past and the present through the mobile phone and in which the visitors would<br />

actively take part in on-site activities. These activities are interwoven with the HCG stories.<br />

Each activity is a sequence of individual actions (Engeström, Miettinen, & Punamäki, 1999). Thus, each HCG story<br />

contains the actions needed to complete an activity. For example, if a virtual host needs to make coffee, the actions<br />

involved in the activity are toasting coffee beans, grinding them and then putting them in a pot in order to brew the<br />

coffee. As the series of actions progresses, the result of the activity is shown to the player. The player must also<br />

perform different actions in real life to keep the story going. These actions are, for example, finding the objects and<br />

entering their code into the mobile phone when requested. We call these actions player interactions. The player<br />

receives feedback once s/he has interacted with the system. The feedback matches the player’s activity as well as that<br />

of the HCG story.<br />

Each HCG story in LieksaMyst is told through a combination of scenes. Every scene has a clear learning objective<br />

related to Finnish history and utilizes objects displayed on-site. Most of the activities, objects and media used are the<br />

ones that the visitors reported they preferred (Table 5 and Figure 5). The scenes are strung together to offer a vivid<br />

lifestyle experience of a specific historic period.<br />

Figure 3. Instrument used for developing LieksaMyst stories<br />

The format of the communication instrument (Figure 3) between curators and researchers allowed us to share a<br />

common language. It permitted us to easily detect the programming and the storytelling structure and allowed us to<br />

identify the embedded on-site elements, the learning aim, and the media involved to stimulate different affections or<br />

intellectual challenges. For example:<br />

1. Scene – specifies the number, title, and location of the current scene in real life. It also indicates the location,<br />

time and hour of the scene in the host’s life.<br />

264

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