Space Center Сургалтын тоглоом by Chia-Ching Chou is a highly esteemed winner of the very prestigious 2020 A' Design Award Хүрэл шагнал in Боловсрол, сургалтын хэрэгсэл ба сургалтын контентын дизайн Competition Category.
ХүрэлБоловсрол· 2020
Space Center Сургалтын тоглоом
Client: National Library of Public Information
A' Design Award Хүрэл шагнал Winner in Боловсрол Category
Verified Award Winner
Verify Award Status for #92560The Design
About Space Center Сургалтын тоглоом
"Сансрын төв" нь номын сангийн үүдэнд суурилуулсан гүн шингэлэлттэй сургалтын тоглоом юм. Тоглоомыг арван метр өргөн, 3.8 метр өндөр хананд дүрсэлдэг. Хүүхдүүд ангиллын гариг олохын тулд дугаартай сансрын хөлөг шинжлэн, номын сангийн аяллыг эхлүүлдэг. Тоглоом төгсөхөд сонгосон ангиллын дугаарт тохирох номууд хаана байрлаж байгааг харуулсан газрын зураг гарч ирдэг. Энэ дизайн нь дэмжлэгтэй уур амьсгалд тоглох замаар ангиллын дугаарын утга учрыг заадаг. Зорилго нь хүүхдүүдийн урам зоригийг өдөөж, тэднийг өөрсдөөсөө номоо олоход дэмжлэг үзүүлэх явдал юм.
The Recognition
About the A' Design Award Хүрэл шагнал
Space Center Сургалтын тоглоом нь A' Design Award Хүрэл шагналын ялагч бөгөөд бүтээлч чанар, овсгоо, цэцэн ухаанаараа ялгарсан шилдэг загварт олгодог маш нэр хүндтэй хүлээн зөвшөөрөлт юм. Хүрэл ялагчид бол хангалттай ур чадвартай, гайхалтай бүтээлч ажил бөгөөд зохион бүтээгчдийн өргөн туршлага, төсөөлөл, самбаатай байдлыг баталдаг. Space Center Сургалтын тоглоом нь өндөр үнэлэгдсэн, биширсэн, хайрласан зүйл, мэдэгдэхүйц мэргэжлийн, шинэлэг байх болно гэж хүлээгддэг. Хүрэл шагнал хүртсэн энэ загвар нь урлаг, шинжлэх ухаан, загвар, технологийн шилдэг туршлагыг шингээж, нарийн ширийнд анхаарал хандуулснаараа тод юм. Space Center Сургалтын тоглоом хэрэгцээг гайхалтай хангаж, хүслийг хөндөж, сэтгэл хөдлөлийг байлдан дагуулж, сониуч занг татдаг.
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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