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Space Center 학습 게임 by Chia-Ching Chou

Space Center 학습 게임 by Chia-Ching Chou is a highly esteemed winner of the very prestigious 2020 A' Design Award 동상 in 교육, 교구 및 교육 콘텐츠 디자인 Competition Category.


동교육· 2020

Space Center 학습 게임

by Chia-Ching Chou

Client: National Library of Public Information

A' Design Award 동상 Winner in 교육 Category

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The Design

About Space Center 학습 게임

스페이스 센터(Space Center)는 도서관 입구에 설치된 몰입형 학습 게임이다. 게임은 가로 10미터, 높이 3.8미터의 벽면에 투사된다. 어린이들은 숫자 로켓을 발사해 분류 행성을 찾아내며 도서관 여행을 시작한다. 게임이 끝나면 선택한 분류 번호에 해당하는 책이 어디에 비치되어 있는지를 알려주는 지도가 나타난다. 이 디자인은 편안하고 우호적인 분위기 속에서 놀이를 통해 분류 번호의 의미를 가르친다. 목표는 어린이들의 동기를 높이고 스스로 책을 찾을 수 있도록 돕는 것이다.

The Recognition

About the A' Design Award 동상

Space Center 학습 게임, 이 작품은 A' Design Award 동상 수상작으로, 창의성, 독창성, 영민함으로 돋보이는 뛰어난 디자인에 수여되는 높은 권위의 인정입니다. 동상 수상작은 충분히 숙련되고 인상적으로 창의적인 작품으로, 디자이너의 폭넓은 경험, 상상력, 기지를 입증합니다. Space Center 학습 게임, 이 작품은 높이 평가받고 감탄과 사랑을 받는 사물로서 두드러지게 전문적이고 혁신적일 것으로 기대됩니다. 이 동상 수상 디자인은 예술, 과학, 디자인, 기술의 모범 사례를 담고 있으며 세부에 대한 주의로 훌륭합니다. Space Center 학습 게임, 이 작품은 필요를 훌륭하게 충족하고 욕망에 닿으며 감정을 매료하고 호기심을 불러일으킵니다.

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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