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April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

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2. Storyline – describes the dialogue between characters in the story (e.g., virtual host). It includes references to<br />

complementary media used in the conversation such as photos and audio (special effects or music).<br />

3. Activity – specifies the host’s activity in this scene, e.g., making coffee.<br />

4. Actions – describes actions that sustain the host’s activity, the objects used in the activity and a brief explanation<br />

of the activity.<br />

5. End of the activity – delivers the results of the host’s actions and the player’s actions in a visual format. If<br />

possible, it is complemented by a sound effect.<br />

6. Interaction – indicates the type of interaction that the player has in the game system, for example finding the<br />

toaster or the grinder.<br />

7. Feedback after activity – clarifies the type of feedback received in point 5 (end of the activity).<br />

8. Learning goal – states explicitly what the learning goals of the scene are. For example, understanding the<br />

working of a floor loom and a “rissa” (Finnish word denoting part of the loom).<br />

9. Follow up – indicates the following scene(s).<br />

Procedure<br />

We used more than one mode of data collection (Table 5). All data was captured digitally and we followed a<br />

qualitative interpretational approach (Neuendorf, 2002). To establish trustworthiness, two techniques were utilized,<br />

prolonged engagement and the triangulation of methods (Lincoln & Guba, 1985).<br />

Design: From brainstorming to LieksaMyst<br />

HCG stories in LieksaMyst<br />

The HCG stories in LieksaMyst are based on historical fictional narratives or fictitious stories that are set in the past.<br />

These narratives are supported by historical circumstances and detailed established facts. Thus, we can use the<br />

existing physical historical atmosphere of each story to stimulate the imagination of the visitor (now player) and so<br />

we bring life to the exposition. Different virtual characters from the past act as the player’s host. In this sense, it is a<br />

type of role-playing game because the players take the role of the guests who listen to and help their hosts.<br />

The virtual characters and players communicate by means of a mobile phone (Figure 4). The game’s enchantment<br />

starts when the players, in the present, have a conversation and help their virtual hosts to perform their daily<br />

activities in the past. The players support their hosts by locating different objects needed to complete their tasks. For<br />

example, Jussi (a forestry worker at Pusurinjoki camp), asks the player to find his work tools. Hence the virtual hosts<br />

in the HCG stories converse with the player and, in so doing, they explain their life style in the past. The border<br />

between past and present is blurred when the players seek and identify objects to help their hosts.<br />

It is relevant to mention that “players” do not refer to a specific group of children or adults. Instead, we promote<br />

inclusion by welcoming anyone who wants to play and who has the skills required to operate a mobile phone.<br />

Phases of the design process<br />

Figure 5 sketches the five development phases of the HCG stories. Its foundation is the analysis of the information<br />

gathered in the first two phases, which focused mainly on the understanding of the different context aspects (e.g.,<br />

environment, user preference of media, types of information). Our design decisions were sustained by voluntary<br />

visitor contributions and influenced by those activities that the visitors could do on-site (in accordance with museum<br />

regulations) supported with the available media (local resources).<br />

Once the first prototype was ready, we tested it in Phase 3 with three different groups (Table 4). The prototype was<br />

unanimously well accepted by the testers, and it was workable within the Pielinen Museum. Phase 4 focused mainly<br />

on building the technical infrastructure, completing the second story and refining both stories so they could be used<br />

in LieksaMyst. Finally Phase 5 focused on installing the latest version of the LieksaMyst and offering it as an official<br />

museum service. The process included incorporating the museum infrastructure and training museum personnel to<br />

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