Space Center Lojë Edukative by Chia-Ching Chou is a highly esteemed winner of the very prestigious 2020 Çmimi i Bronztë A' Design Award in Dizajni i Arsimit, Mjeteve Mësimore dhe Përmbajtjes Trajnuese Competition Category.
BronziArsim· 2020
Space Center Lojë Edukative
Client: National Library of Public Information
Çmimi i Bronztë A' Design Award Winner in Arsim Category
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- Verified Award Winner
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The Design
About Space Center Lojë Edukative
Qendra Hapësinore është një lojë edukative mbresëlënëse e instaluar në hyrjen e një biblioteke. Loja projektohet mbi një mur dhjetë metra të gjerë dhe 3.8 metra të lartë. Fëmijët lëshojnë raketa numrash për të gjetur një planet klasifikimi dhe fillojnë një udhëtim nëpër bibliotekë. Në fund të lojës, një hartë tregon se ku janë vendosur librat që përputhen me numrin e klasifikimit të zgjedhur. Dizajni mëson kuptimin e numrave të klasifikimit përmes lojës në një atmosferë mbështetëse. Qëllimi është të rrisë motivimin dhe të ndihmojë fëmijët të gjejnë librat vetë.
The Recognition
About the Çmimi i Bronztë A' Design Award
Space Center Lojë Edukative është fitues i Çmimit të Bronztë A' Design Award, një njohje shumë prestigjioze që u akordohet dizajneve të shquara, të dalluara për krijimtari, shpikësi dhe mprehtësi. Fituesit e Bronztë janë objekte shumë të aftë dhe goditëse në krijimtarinë e tyre, që vërtetojnë përvojën e gjerë, imagjinatën dhe shkathtësinë e dizajnerëve të tyre. Space Center Lojë Edukative pritet të jetë një objekt shumë i vlerësuar, i admiruar e i dashur, jashtëzakonisht profesional dhe inovativ. Ky dizajn fitues i Çmimit të Bronztë A' Design Award përfshin praktikat më të mira në art, shkencë, dizajn dhe teknologji dhe shquhet për vëmendjen ndaj detajeve. Space Center Lojë Edukative i plotëson shkëlqyeshëm nevojat, prek dëshirat, magjepson ndjenjat dhe tërheq kureshtjen.
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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