"STEP BY STEP 2.0” – UN'APPLICAZIONE MOBILE PER ESPLORARE PALAZZO MADAMA-MUSEO CIVICO D'ARTE ANTICA (TORINO)

Autori

  • Irene Rubino Politecnico di Torino

DOI:

https://doi.org/10.48258/arc.v5i2.680

Parole chiave:

Applicazioni mobili, tablet, musei, giochi interattivi, location-based services

Abstract

The spread of mobile applications has recently exposed museums to new opportunities, both in terms of learning and engagement of new visitors: in this scenario, a special role is played by mobile applications integrating location-based services and gamification approaches. This paper presents the description and evaluation of "Step by Step 2.0”, a mobile guide developed for Palazzo Madama-Museo Civico d'Arte Antica (Turin, Italy) by engineering company TonicMinds. The guide includes trails, an indoor navigation system, the connection to social networks and two location-based mobile games, specifically developed for young visitors. The results show that mobile apps can facilitate visitors' meaning making process and enable unconventional models of exploration, which are definitely worth- investigating.

Biografia autore

Irene Rubino, Politecnico di Torino

Irene Rubino is currently research assistant at the Department of Control and Computer Engineering (Polytechnic of Turin, Italy). She holds a Master of Arts from UCL-University College London (2008) and her current projects focus on the impact of new technologies on society, with particular regard to social learning. Former experiences have taken her to the Smithsonian Center for Education and Museum Studies (Washington D.C., U.S.A.), to the Australian Museum (Sydney, Australia) and to Palazzo Madama-Museo Civico d'Arte Antica (Turin, Italy). She has published about the role of social network services for the fostering and assessment of critical thinking skills and she has also conducted research about the use of mobile devices in informal learning environments.

Riferimenti bibliografici

Brown, E., 2010. Introduction to location-based mobile learning. In Brown, E. (ed), Education in the Wild: contextual and location-based mobile learning in action. A report from the STELLAR Alpine Rendez-Vous workshop series. Nottingham, UK University of Nottingham, pp. 7-9.

Bruno, A. e Pollichino, G.B., 2011. Sperimentare una nuova metodologia di analisi comportamentale durante le visite nei musei, in "Palazzo Madama. Studi e Notizie”, 0/1, pp. 209-213.

Grose, B., 2014, Does the long-term survival of UK arts and culture rely on digital?, http://www.theguardian.com/culture-professionals-network/culture-professionals-blog/2014/mar/14/survival-uk-arts-culture-digital

Ioannidis, Y., et al. 2013. One Object Many Stories: Introducing ICT in museums and collections through digital storytelling. In "Proceedings of the Digital Heritage International Congress”, Oct. 28 2013-Nov. 1 2013, Marseille-France, pp. 421-424.

Tallon, Loà¯c, 2013. Mobile Strategy in 2013: an analysis of the annual Museums and Mobile survey, http://www.museumsmobile.com/wp-content/uploads/2013/07/MMSurvey-2013-report-V2.pdf

Veron, E. e Lavasseur, M., 1983. Ethnographie de l'exposition, Bibliothèque Publique d'Information, Centre George Pompidou, Paris.

##submission.downloads##

Pubblicato

2014-05-30

Come citare

Rubino, I. (2014). "STEP BY STEP 2.0” – UN’APPLICAZIONE MOBILE PER ESPLORARE PALAZZO MADAMA-MUSEO CIVICO D’ARTE ANTICA (TORINO). Archeomatica, 5(2). https://doi.org/10.48258/arc.v5i2.680