Explore Through the Past: Gesture-Based Mobile Game for Children
Observing Geological Layer Exhibit at History Museum
Kihiro Tokuno
1
, Fusako Kusunoki
1
and Shigenori Inagaki
2
1
Information Design Department, Tama Art University, Hachioji, Toyko, Japan
2
Department of Education, Rikkyo University, Toyoshima, Tokyo, Japan
Keywords: Gamification, Gesture, Geo-Science Education, Interaction Design.
Abstract: Geo-Science education enables children to enjoy observing and investigating environment around them. In
particular, physically experiencing geological formations in a museum or other settings can enhance the
effectiveness of geo-science education. Mobile devices are widely spread and have been used in various areas.
However, during their usage, the physical movements of learners are restricted. Restriction in physical
movements leads to reduction in enjoyment. Therefore, our study developed an action game wherein learners
interacted with a digital object on a mobile device through a character controlled by their body movements.
Our experiment result shows children found the game engaging and educational and were willing to try again.
The game was easy to use and natural, suggesting it increased interest in the exhibit. The results suggest the
use of gesture-based learning experiences can increase interest and make learning about geological formations
in museums more effective.
1 INTRODUCTION
1.1 Introduction
Geo-Science education makes children more
interested in the environment around them and
enables them to enjoy observing and investigating
things that interest them. It provides a variety of
knowledge about the environment, such as past
crustal movements and environmental changes, the
organisms that inhabited the environment, and how
our ancestors lived in the past. As a first opportunity
to learn geology, observational studies are required in
the elementary school curriculum. However, it is
difficult for children to gain an essential
understanding of geology through classroom learning
alone (Ford, 2005). Although students visiting
outcrops directly for observation and learning is
desirable, in this highly urbanized environment,
children can visit only a limited number of outcrops
easily and safely. Meanwhile, Geoparks are
becoming increasingly popular around the world as
places where geology can be studied (Arima, 2016).
One problem with geoparks, however, is that in
addition to safety, the learning experience is largely
dependent on the prior knowledge of the individual.
The museum is much more convenient, safe, and has
stable resources for geological learning. A stripped
section of a geological stratum installed as an exhibit
can provide an experience similar to actual
observation and learning. However, most museum
exhibits are valuable academic materials, which are
often fragile and lack durability. Therefore, many
museums prohibit visitors to touch the exhibits, only
allowing them to observe. Hence, exhibitors must
read the exhibit panels and recognize the labels
attached to understand the contents. However, many
geological contents are inherently unobservable
because of the scale of time and space, making
observations extremely complex and difficult for
children to understand (Trend, 1998). It is difficult to
be interested in an exhibit based on its appearance
alone, and the background and history of an exhibit
are important too (Gerven et al., 2018). Consequently,
geological exhibits are difficult to captivate
children’s interest.
For intrinsic motivation through an even more
intense learning experience, learning while having
fun is effective (Henderson et al., 2007). Learning
games are effective for such learning experiences.
Children have been found to believe that problem
solving and exploration in games helped them learn
(El Mawas et al., 2019). Gamification can create a
Tokuno, K., Kusunoki, F. and Inagaki, S.
Explore Through the Past: Gesture-Based Mobile Game for Children Observing Geological Layer Exhibit at History Museum.
DOI: 10.5220/0011844700003470
In Proceedings of the 15th International Conference on Computer Supported Education (CSEDU 2023) - Volume 2, pages 371-377
ISBN: 978-989-758-641-5; ISSN: 2184-5026
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
371
playful and engaging learning experience through an
interaction style separate from viewing, reading, and
listening. Gamification on vulnerable and
chronologically obscure exhibits in museums enables
us to make complex concepts easier for children to
understand better. It can spark interest and enhance
learning in the museum (Acquah and Katz, 2020).
Satoyama forest management game is a simulation
game that can experience hundreds of years of forest
management. Children understood the concept of
forest managing, overcoming the complexity due to
the scale of time (Yago et al., 2021).
1.2 State of the Art
The use of mobile terminals enables experiencing
gamification in wide areas, such as museums and
outdoors. Location-based mobile game for local
history and cultural heritage sites using widely used
mobile devices (Luiro et al., 2019) have been studied.
However, simply interacting through touch screen
with content displayed on a screen limits the physical
movements that are important in learning.
Learning is more effective when body movements
are involved in the learning process (Gee, 2008).
Embodiment leads to better learning outcomes than in
the non-physical learning in classrooms settings
(Vazou et al., 2019). Integrating physical activities by
asking children to imitate the movement of animals to
had positive effects on children’s understandings and
memory on geology concepts (Mavilidi et al., 2016),
and foreign language vocabulary learning (Schmidt et
al., 2019). With motion tracking sensors such as
Microsoft Kinect, physical movements can be used to
directly interact with digital contents. The Angle-
makers helps children understand angle by tracking
both arms and calculating (Georgiou et al., 2020).
Museums settings have utilized this to introduce full
body interactive installations. By using gestures and
body movements to control exhibits, visitors
experienced more engagement and joy. UKIO-E
game allows children to have conversation with
painters of Japanese traditional arts using gestures
and voices (Tamaki et al., 2016). Belong allows
children to interact with dinosaurs with multiple
gestures (Tokuoka et al., 2017). In both games,
children’s interest significantly increased. However,
learners’ use of gestures in gamification experiences
with mobile devices have not been considered
enough. By incorporating physical actions into game-
based learning using mobile devices, we aim to make
learning more effective while maintain versatility.
In this study, we describe the development of a
mobile gesture-based action game that enables
learners to learn about vulnerable geological
formations through fun and playful physical actions.
Here, we develop a game in which the contents of a
geological strata cross-section are displayed, and the
user can interact with the contents by manipulating
the characters through physical gesture actions. The
proposed system consists of tablet devices alone and
built-in accelerometer was used to achieve the gesture
recognition. Through this system, the learner
observes the geological strata while moving his or her
body. In this study, we focused on the effects of
physical movements on learning, and the experiment
was conducted with such purpose. This paper
describes the outline of the proposed system, the
experiment, and the results of the questionnaire
survey.
2 GAMIFICATION OF
GEOLOGICAL LAYER
EXHIBIT
2.1 Overview
In this study, an action game that displays digital
information and requires physical action is used to
enhance the geological strata exhibit in a history
museum into a highly interactive and exciting
experience.
The game allows students to learn about
geological formations from the bottom to the top
along a chronological sequence of strata formation.
The formation of geological strata often takes several
hundred years, a scale of time that cannot be
experienced in ordinary life. For example, the 4-
meter-high, 6-meter-wide stratum in Figure 1 shows
the lower part of the stratum, the oldest part that dates
back to the 13th century, and the upper part that dates
back to the 17th century.
Figure 1: Geological Strata Exhibit at Museum.
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The learner climbs a game stage course
reconstructed the strata by controlling a small
character along a chronological sequence from a start
point in the lower layer, which is the older strata, to a
goal point in the upper layer, which is the newer layer.
In the process of climbing, game displays contents
matching the artifacts in the stratum, dialogues of
characters to enhance the immersive experience, and
brief descriptions of the stratum according to the
location of the artifacts. The learner climbs a course
by using the characteristics of the displayed contents
and aims at the goal. The learner can observe the
numbers of digital contents and the artifacts in the
stratum as shown in table 1 at the same time to learn
the chronology of the excavated artifacts and their
positional relationship in the strata. The system setup
is shown in Figure 2.
Table 1: Artifacts in Geological Layer.
Categor
y
Number of contents
Buildin
g
Surface 8
Road Gutte
r
6
Plate 3
Bone 3
Burnt Soil 4
Figure 2: System Setup.
The game is played by the learner holding the
device and scanning the strata exhibit with the camera.
When the system recognizes the exhibit, a character
and course are superimposed on the exhibit. The
player can control the character by tilting the device,
shaking it up and down, and tapping the screen to
reach the goal. The game experience flow is shown in
Figure 3 and Figure 4.
Figure 3: Experience Flow.
Figure 4: Game Flow.
2.2 Creating Exploration Experience
An understanding of a geological time scale is an
important element in learning about geologic strata.
Children understand the environmental changes of
the Earth in ancient times, but they think in terms of
Explore Through the Past: Gesture-Based Mobile Game for Children Observing Geological Layer Exhibit at History Museum
373
two rough time divisions, “very old age” and “old age”
rather than specific years (Trend, 1998). To simplify
children’s understanding of geological strata, this
game does not use specific ages but divides the strata
into three major layers: the old, middle, and upper
strata. The learner can freely climb from the bottom
to the top of these three layers. The exhibit of the
virtual space is darkened so that the learner can
experience the adventure of exploring the places of
interest to them. The character is shown glowing, and
the excavated artifacts can be seen only by controlling
the character. Figure 5 shows this scene.
Figure 5: Character Lighting up the Geological Layer.
The excavated items contained in the stratum are
difficult to observe with the naked eye because of
their small size compared to the size of the exhibit and
because they have lost their original appearance
because of weathering. For example, Figure 6 shows
an excavated item on display. On the left is a pot made
of clay, and on the right is a dolphin spine. Although
they are labelled, recognizing the items is very
difficult. Especially for children.
Figure 6: Excavated Items Displayed.
For children, the museum experience can be
strongly felt by linking their direct experiences with
the exhibits (Piscitelli & Anderson, 2001). Therefore,
we selected content that local children would find
familiar. For the building surface, we chose artifacts
familiar to the local residents of the city of Fukuoka,
where the museum is located. To make it easier for
the children to recognize, items are illustrated, as
shown in Figure 7.
Figure 7: Illustration Content Shown in AR.
2.3 Climbing up the Layers Using Body
Gestures
This system requires that the device reads the
learner’s movements and translates them into the
actions of the digital character on the screen in real-
time. This allows learners to have an immersive
experience of learning geological strata by
controlling the characters displayed on the strata
through their physical movements. We used the
acceleration sensor value built into tablet devices to
measure the learner’s movement. The acceleration of
the terminal in the z-direction is measured, and when
a tilt of more than a certain amount is detected, it is
converted into the character’s horizontal movement
speed in proportion to the acceleration. As shown in
Figure 8, the character moves horizontally when the
learner holds the device horizontally and tilts it. The
character moves faster in proportion to the tilt of the
device.
The game also includes a jumping motion because
of the nature of the game’s strata-climbing game.
Tapping the screen moves the character to jump
vertically. The longer the tap on the screen, the larger
the jumping motion.
Player
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Figure 8: Tilting Mobile Tablet to Control Character in
Game.
3 EXPERIMENT
3.1 Experiment Method
The proposed system was evaluated by 24 visitors (17
boys and seven girls), ranging from the first grade of
elementary school to the second grade of high school.
The evaluation was conducted at the Fukuoka City
Museum. Participants were a mixture of siblings and
single visitors, and only one iPad was provided for
each experience. Participants played the game for
around 15 minutes after a brief explanation, and the
completion of the experience was optional. Figure 9
shows the game being played by a single participant
and Figure 10 shows multiple participants playing it
simultaneously.
Figure 9: Single Participant Playing the Game.
Figure 10: Participants in a Group Playing the Game.
First, participants briefly observed the strata.
Thereafter, they moved to a designated position in the
center at the front of the stratum, holding the iPad
with both hands, and experienced the game. The
participants followed the guidance displayed in the
game and freely controlled the characters by moving
their iPads. Participants soon got used to the game
and enjoyed playing it regardless of the number of
people in the group. Finally, after completing the
game, a simple questionnaire was used to evaluate the
game. The questionnaire consisted of 12 questions,
four questions were about the game, three were about
fatigue, four were about the strata exhibit and a free
answer section. Each question was scored on an 11-
point scale from 0 to 10, with 0 corresponding to “not
at all disagree” and 10 to “strongly agree.”
3.2 Results
The responses to the questionnaire are described as
follows: scores from 0 to 3 were classified as negative
responses, from 4 to 6 as neutral responses, and from
7 to 10 as positive responses. The number of positive
responses and the number of neutral and negative
responses were analyzed using a direct probability
computation method. Questionnaire results are
presented in Table 2.
First, the evaluation of the game was summarized.
The following four questions were asked: “Was the
game fun?” “Was the game easy to understand?,”
“Would you like to play more?,” and “Did you feel a
sense of accomplishment?” Positive responses far
exceeded the neutral and negative responses. 23 out
of 24 participants enjoyed the game, and wanted to
keep playing, even though as shown in table 3, some
participants felt the game was a little difficult. Next,
the evaluation of fatigue was summarized by asking
the following three questions: “Does your body feel
tired?” “Does your brain feel tired?,” and “Was the
character easy to control?” Positive responses to these
questions also far exceeded the neutral and negative
responses. Comments such as “It was very easy
because I only need to move my device” show it was
easy to control the character through physical gesture.
Finally, the evaluation of interest in and
understanding of the exhibition was summarized by
asking the following four questions: “Did the game
make you want to know more about the contents?”
“Would you like to see the exhibition again?,” “Can
you imagine the contents?,” and “Do you understand
the chronological order?” Positive responses to these
questions exceeded the neutral and negative
responses. Comments such as “It was easy to
understand, and I thought people who do not know
Explore Through the Past: Gesture-Based Mobile Game for Children Observing Geological Layer Exhibit at History Museum
375
about history can also enjoy this.,” “I understood
Fukuoka city’s history” younger participants believed
they have gained knowledge from playing this game.
Table 2: Results of Questionnaire.
Question Positive Neutral Negative
Was the game fun? 23 1 0
Was the game easy to
understand?
23 1 0
Would you like to play
more?
23 1 0
Did you feel a sense of
accomplishment?
23 0 1
Does your body feel
tired?
21 1 2
Does your brain feel
tired?
14 6 4
Was the character easy
to control?
15 2 7
Did the game make
you want to know
more about the
content?
23 0 1
Would you like to see
the exhibition again?
19 5 0
Can you imagine the
contents?
19 5 0
Do you understand the
chronological order?
17 6 1
Table 3: Free answer field.
Age Answe
r
7 It was fun.
8 It was fun.
9 It was entertaining.
9 It was very easy to understand and very fun.
10
Jumping was hard, and when I succeeded, I was
very happy.
10
It was easy to understand, and I thought people who
do not know about history can also enjoy this.
10 I understood Fukuoka city’s history.
11
It was very easy to control the character. I want
difficulty level selection.
11
It was very easy because I only need to move my
device.
11 It was fun.
12 It looked like a real thing.
13
It was interesting, I thought there was a problem
with the wall-jumping.
13 It was difficult but fun.
13 I was hoping for something a little easier.
13 It was difficult but interesting.
14 It was interesting.
16
I liked the fact that I was able to have fun and
cooperate with my friends when we got through the
fire part.
17
It was interesting because of the special way of
operation, but I didn’t gain much knowledge.
The results of this study suggest that the use of
gesture-based learning experiences can lead to an
interest in geological formations and make learning
about geological formations in museums more
effective way. The nature of the game, which allowed
children to acquire information about the exhibit by
freely exploring areas of interest sparked children’s
interest toward geological strata exhibit, motivating
children to learn about the geological strata exhibit
more, and led to understandings of basic geological
formations.
4 CONCLUSIONS
This paper describes the development and evaluation
of a game for geological layer exhibit to support geo-
science education in a museum. For children to enjoy
and learn geological layer exhibit effectively, we
developed a game in which children can learn about
geological layer by controlling digital characters
through a mobile tablet device with physical gestures.
The effectiveness of the system was evaluated
using a questionnaire consisting of 11 questions.
Positive responses exceeded neutral and negative
responses for all questions related to the game, fatigue,
and interest in geological formations. The children
found the game engaging and educational and were
willing to try it again. The game was easy to use and
natural, suggesting that the game increased interest in
the exhibits. The results of this study suggest that the
learning through exploration with use of gesture-
based learning experiences can lead to an interest in
geological formations and make learning about
geological formations in museums more effective.
These results establish the possibility of an education
using simple gesture motion that provide children
with a better play and learning experience.
However, this limitation has been identified in
this system. Area based AR marker can be unstable at
areas with insufficient light sources. To stabilize the
AR at such areas, placing AR markers are desirable.
Therefore, in future work, we would like to stabilize
the system by placing multiple AR markers on the
floor. The goal of this research is to develop an
effective system for learning with mobile terminals in
museums using body movements. With such a system,
we can make museums more enticing and effective
for children’s knowledge acquisition.
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ACKNOWLEDGEMENTS
This work was supported by JSPS KAKENHI Grant
Number 22H00078, 22H01068.
The evaluation experiment was supported by The
Fukuoka City Museum.
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