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Space Center Oppimispeli by Chia-Ching Chou

Space Center Oppimispeli by Chia-Ching Chou is a highly esteemed winner of the very prestigious 2020 Pronssipalkinto A' Design Award in Koulutus Competition Category.


PronssiKoulutus· 2020

Space Center Oppimispeli

by Chia-Ching Chou

Client: National Library of Public Information

Pronssipalkinto A' Design Award Winner in Koulutus Category

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Verified Award Winner

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The Design

About Space Center Oppimispeli

Space Center on mukaansatempaava oppimispeli, joka on asennettu kirjaston sisäänkäynnille. Peli heijastetaan kymmenen metriä leveälle ja 3,8 metriä korkealle seinälle. Lapset laukaisevat numeroraketteja löytääkseen luokitteluplaneetan ja aloittavat kirjastomatkan. Pelin lopussa kartta näyttää, missä valittua luokitusnumeroa vastaavat kirjat sijaitsevat. Suunnittelu opettaa luokitusnumeroiden merkityksen leikin kautta kannustavassa ilmapiirissä. Tavoitteena on lisätä motivaatiota ja auttaa lapsia löytämään kirjoja itsenäisesti.

The Recognition

About the Pronssipalkinto A' Design Award

Space Center Oppimispeli on Pronssipalkinnon A' Design Award -voittaja, erittäin arvostettu tunnustus, joka myönnetään erinomaisille designeille, joita luonnehtivat luovuus, nerokkuus ja oveluus. Pronssivoittajat ovat runsaan taitavia ja silmiinpistävän luovia taiteellisia tuotoksia, jotka todistavat suunnittelijoidensa laajaa kokemusta, mielikuvitusta ja kekseliäisyyttä. Space Center Oppimispeli:n odotetaan olevan korkeassa arvossa pidetty, ihailtu ja rakastettu esine, joka on huomattavan ammattimainen ja innovatiivinen. Tämä Pronssipalkinnon A' Design Award -voittajadesign sisällyttää itseensä parhaita käytäntöjä taiteessa, tieteessä, designissa ja teknologiassa ja on erinomainen huomiollaan yksityiskohtiin. Space Center Oppimispeli tyydyttää upeasti tarpeita, koskettaa haluja, viehättää tunteita ja vetoaa uteliaisuuteen.

Behind the Design

Press Kit

Credits, team members and technical details provided by the designer.

Unique Properties
The objective of the project is to create a fun environment, which children can immerse themselves in interactive games as well as learn how to use the classification numbers as clues in order to find books. This design aims to raise children’s motivation through gamification learning. Children are taught about the meaning of classification number in a supportive atmosphere and encouraged to find books by themselves.
Dimensions & Packaging
Width 10m x Height 3.8m after project on a wall
Tags
Interaction, Game, Learning game, Education,Immersive
Production Technology
HARDWARE: computer, CCD cameras, projectors, infrared lamps, directional speaker, mixer amplifier
Game: Unity, Photoshop
Design Challenge
There are few limitations during the whole process. One of the challenges was coming out with an idea that matches the original hardware equipment in the library. Because of the old CCD cameras and the narrow corridor space, the users' motion can't be too fast or too complicated, otherwise, the computer can't detect accurately. However, we made it eventually and all the efforts worth.
Research
The survey was answered by 253 people who had to answer questions regarding their experience and usability after playing the game. This research explores the eight factors that affect flow experience and perceived using on children game-based learning and discusses the relationship between the factors through the Confirmatory Factor Analysis (CFA) and Structural Equation Modeling (SEM).
Inspiration
This project is a collaboration between National Library of Public Information and National Taipei University of Technology Department of Interaction Design. The main goal of this project is to construct smart libraries for natives to experience information content and innovative services.
Project Duration
This project is located in the National Library of Public Information in Taichung, Taiwan since 2017.
Operation Flow
This immersive learning game transforms library entrance into a space center that allows children to launch number-rockets to find the classification planet and unfold the library journey. At the end of the game, children will see a map of this library that tells where are the books that match the classification number they just choose. So they can easily understand the meaning of these number and build their cognitive map in their heart.
Team Members
Researcher, Designer and Developer: CHIA-CHING,CHOU
Developer: JIAN-HUA,GU
Special Thanks To KO-CHIU,WU Ph.D, National Library of Public Information and NTUT Department of Interaction Design
Image Credits
Illustrator, Animation, UI Design credit belongs to CHIA-CHING,CHOU

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