DIVE.
DIGITAL INTERACTIVE VOYAGE INTO EGYPT

A gamification experience for children
at Museo Civico Archeologico di Bologna

INTRODUCTION

The Experience

This project aims to create an on-site gamified experience for children through the development of an interactive narrative. Designed to support guides and teachers during visits, this tool will enrich the educational experience during the visit at the museum. We plan to install touch screen displays next to key exhibits, allowing guides to complement their oral presentations with interactive content. The narrative will revolve around a selection of objects, each linked to a specific episode of the story. Each episode will feature quizzes, games, and educational information about ancient Egypt. This interactive format enables children to engage directly with the story, solve quizzes, and participate in educational games, making learning more enjoyable and engaging.

By integrating multimedia content with the guides' oral presentations, this approach enhances young visitors' understanding and interest. The interactive platform, built using Twine, allows for easy updates and adaptations to include new objects or themes, keeping children's attention engaged over time.

Before developing the project, we conducted an in-depth investigation into the Archaeological Civic Museum of Bologna. This research focused on the museum's history, location, collections, strengths, weaknesses, and aspirations, with particular attention to its Egyptian exhibition.

In summary, this project aims to create a more stimulating educational experience during visits by using an interactive narrative that combines historical learning with gamification strategies. It provides valuable support to guides and teachers, making the educational process more dynamic, fun and effective.

The digital asset is available at this repository.



Are you ready for the adventure?
CLICK HERE

Ancient Egyptian proverb

Each truth you learn will be, for you, as new as if had never been written.

Muata Ashby

from Ancient Egyptian Proverbs

The study of the wisdom teachings should be a continuous process in which the teachings become the predominant factor of life rather than the useless and oftentimes negative and illusory thoughts of those who are ignorant of spiritual truths.

Muata Ashby

from Ancient Egyptian Proverbs

Evil as well as good, both operate to advance the Great Plan.

Words are a pretext. It is the inner bond that draws one person to another, not words.

THE CONTEXT

The museum

The Archaeological Civic Museum of Bologna (Italian: Museo Civico Archeologico di Bologna) was founded in September 1881 by the merging of two separate museums: the one belonging to the University of Bologna – heir of the Room of Antiquity belonging to the Academy of Sciences founded by Luigi Ferdinando Marsili in 1714 – and that belonging to the City of Bologna, enriched by the antique collection of Artist Pelagio Palagi (1860) and the large amount of finds from excavations conducted in and around Bologna during these times.

This museum is among the most important in terms of archeological finds in Italy and is highly representative of the local history from prehistoric period to Roman Age.

The museum currently holds the following collections: Prehistoric, Etruscan, Celtic, Roman, Greek, Egyptian.

The Egyptian Collection

The Egyptian collection of the museum is renowned as the third most significant in Italy and a notable one in Europe. It comprises over 3,500 artifacts, such as sarcophagi, steles, and ushabti figures, documenting 3,000 years of Egyptian civilization. Initially amassed by painter Pelagio Palagi and donated to Bologna in 1861, it expanded in 1881 with approximately 100 objects from the Regio Museum of the University, and continued to grow through additional acquisitions. A revival of scholarly interest began in 1960, resulting in the restoration, study, and temporary exhibition of the materials. The collection underwent reorganization in 1994, adopting new exhibition standards. Presently, the display is divided into three areas: reliefs from the Saqqara necropolis, materials arranged chronologically from the beginning of Egyptian history to the Roman era, and exhibits on key aspects of pharaonic society, including writing, funerary worship, and magic. The modern arrangement provides a chronological exploration from the Old Kingdom to the Ptolemaic era, with detailed sections on funerary equipment, writing, and amulets.


Institutional Goals

The Egyptian exhibition has been reorganized in 1994 on the basement level of the museum, according to new museographic criteria.

The new layout is divided into three main sections, which are detailed below.

After an informative introduction dedicated to the constitutive events of the collection, the reliefs from the Memphite tomb of Horemheb are displayed, alongside those from Saqqara, two unified complexes that the arrangement of the new layout has allowed to reunite. Here we can also find a small didactic room, currently featuring two backlit canvases displayed opposite each other, each portraying traditional Egyptian landscapes.

Next are objects and sculptures arranged chronologically, reconstructing some stages of Egyptian art from the Old Kingdom to the Late Period.

The last room is dedicated to some representative themes of the collection, such as the funerary equipment, writing, amulets, and scarabs.

THE CONTEXT

THE AUDIENCE

The project's focus is on engaging school students, typically aged 6 to 11 years, who are highly receptive to interactive and immersive learning experiences. Given the museum's location and the nature of its exhibits, these young learners consistently form a significant part of its audience.
We decided to rely on time travel and curiosity for our storyline making them feel as if they are stepping back in ancient Egypt, and we decided to enhance the exploration by gamifying it through dynamic group activities facilitated by displays. In fact we will use tablet-based interactive touch screens, strategically placed in front of the star assets of the exhibition, so that a lack of access to technology, particularly for children without mobiles, can’t limit their engagement.
We thought of a website application that offers online access to the museum's interactive storytelling, optimised for both computers and mobile devices, for both onsite and offsite learning. It will be ideal for those unable to visit physically or preferring to learn from home.

MOTIVATIONS

Time Travel is incorporated into the storyline, allowing visitors to explore ancient Egypt and bringing history to life with an immersive experience that captivates young minds by making them feel as if they are stepping back in time.

Curiosity about Egyptian artifacts, with their intricate designs, hieroglyphs, and mummies, inherently fascinates young visitors. Interactive elements such as animated displays and games deepen this engagement, making history tangible and relatable.

Motivations

Barriers

BARRIERS

Lack of Access to Technology, particularly for children without mobile devices, could limit their ability to engage with interactive elements. To overcome this challenge, the museum will install large touch screen displays, ensuring all visitors can participate and interact with the exhibits.

Low Self-Esteem among less outspoken children will be addressed by fostering a supportive environment through collaborative learning activities. Teachers and guides will encourage group work to facilitate comfortable participation, while offering personalized encouragement to boost confidence and promote more active involvement.


Capabilities

CAPABILITIES

Mobile Apps are crucial for both onsite and offsite learning, allowing visitors to continue their educational journey beyond the museum. Unlike the current third-party app, a dedicated website appplication will provide extended access and a richer experience, ensuring continuous engagement.

Websites offering an optimized experience for computers and mobile devices will provide online access to the museum's interactive storytelling, ideal for those unable to visit physically or preferring to learn from home.

Computer Games enhance the museum experience by gamifying the exploration of ancient Egypt, appealing to young visitors familiar with gaming environments through dynamic group activities facilitated by displays.


Devices

DEVICES

Tablet-based interactive touch screen displays will replace traditional methods, offering detailed information about exhibits, including videos, animations, quizzes, and interactive storytelling to engage young visitors. These strategically placed devices cater to younger audiences, providing historical context and significance through interactive elements like quizzes and storytelling.

Smartphones will provide a portable way for visitors to interact with the museum content through a free, feature-rich mobile app accessible via QR codes at the museum. The app extends the learning experience beyond the museum, offering detailed artifact information, interactive maps, educational videos, and quizzes.

Gaming Consoles will host educational games related to the Egyptian collection, enhancing engagement through enjoyable, interactive content. Group activities facilitated by these displays will create a dynamic and immersive learning experience.


THE CONTEXT

COGNITIVE GOALS

Our project is rooted in the overarching theme of "sense of care", focusing on three primary goals, described as follows.



Extend Knowledge

Objective:
Deepen visitors’ understanding and connection to historical authenticity.

Methods:

  • Multimedia Tools:
    Explain cultural and historical significance of artifacts.
  • Interactive Elements:
    Bring narrative stories from ancient Egypt to life.
  • Focus:
    Help children and young adults explore artifacts' roles in everyday life and religious practices.

Outcome:
Foster a meaningful connection with the past and promote cultural empathy.

Extend knowledge
Boost Enchantment

Boost Enchantment

Objective:
Emphasize the intrinsic beauty and realness of the artifacts.

Methods:

  • Detailed Interactive Views:
    Highlight intricate details, textures, and inscriptions.
  • Explorations:
    Enhance educational experience by fostering a sense of wonder.

Outcome:
Heighten appreciation for historical items and the ancient Egyptian culture.

Encourage Introspective Contemplation

Objective:
Promote personal growth through reflection.

  • Reflective Prompts:
    Invite participants to compare their cultures with ancient Egyptian practices.
  • Focus:
    Encourage open-mindedness, value differences, and build a broader sense of belonging.

Outcome:
Develop an open-minded approach to human diversity and cultural values.

encourage introspective contemplation

Additionally, the project ensures the accuracy and trustworthiness of the educational content by collaborating with historians, providing transparent sources for further exploration. We thank Laura Michelini, an archaeologist and museum guide, and Professor Daniela Picchi, an expert in Egyptology, for their contributions.

This approach enhances children's engagement with history and creates a trusted educational environment that respects reliable information about ancient Egyptian culture, while appealing to visitors' curiosity and learning styles.

THE CONTEXT

EXHIBITS

Fake door
FAKE
DOOR
Old Kingdom

See more
SARCOPHAGUS
SARCOPHAGUS OF IRINIMENPU
Middle Kingdom

See more
A papyrus
STELE
PAPYRUS
Third Intermediate Period

See more
An ancient egyptian relief
RELIEF OF NECTANEBO Ist
Late Period

See more

THE PROJECT

CONCEPT

This project aims to create an engaging experience that channels kids' natural curiosity and energy through interactive activities, integrated with explanations that contextualize the museum's objects and highlight their cultural value.

Expository and narrative storytelling will be combined to convey information and stimulate emotional engagement: the experience is centered around a compelling storyline that connects important items of the museum in a cohesive narrative and is used as a mean to provide explanations about the artifacts’ history. Each part of the story is accompanied by educational games that test kids’ knowledge in a fun and engaging way. Gamification is, in fact, an effective strategy to motivate children to participate more actively and retain knowledge more effectively. Display technologies, such as touch screens, will be used to show videos with animations that illustrate the story and serve as a device to play the games.

Since the storyline is composed by five parts (an introduction and four sections, each centered around a different object currentely exposed at the muesum, plus an additional introduction), five displays will be required for the experience. The first display, dedicated to the introduction, will be positiones in a currentely empthy and underutilized didactic room that precedes the rest of the exibition, while the other displays will be located near each item that is part of the story.

THE PROJECT

STUDY CASE

bussole di carta covers

“Bussole di Carta” is an educational kit offered to visitors at the Egyptian Museum of Turin. This kit is targeted towards families with children and offers a choice between four themed paths. Children are involved in a more interactive narrative that takes them to explore the museum in a way that caters to their individual interests This provides a more personalized experience, fostering discovery within a real museum setting.

storybook cover

“The curse of the Tomb Robbers: an Ancient Egypt Puzzle Mystery” is a puzzle storybook created by the joint efforts of The British museum and children’s publisher Nosy Crow. Its engaging narrative framework keeps kids entertained while they learn how to read hyeroglyphics, using storytelling to provide an immersive educational experience. Gamification further supports learning, as kids uncover the story and solve puzzles alongside the two protagonists.


THE PROJECT

REQUIREMENTS

MUST


  • Designing the narrative in a way children would find engaging.

  • Shaping the narrative in a format that is easy to understand and follow.

  • Including historically accurate scientific-based information in the narrative.

  • Utilizing this information in a meaningful way that would reinforce the narrative.

SHOULD


  • The experience being available in multiple languages to facilitate visitors from different backgrounds.

  • Accommodating international visitors, making the project and the information available comprehensible for a variety of visitors.

COULD


  • The narrative and the games included being implemented using VR technologies to enhance the visitor experience.

  • 3D models of the target objects being generated via photogrammetry or 3D modelling for a higher sense of involvement.

  • A version of the narrative and the games being implemented for the museum app and smartphones.

WON'T


  • The experience will not be dealing with topics including or around discrimination.

  • The experience won't contain any justification of theft or deprivation of artifacts from other countries.

THE PROJECT

IDEATION

The team began the ideation step by generating a set of ideas through a brainstorming session, using techniques like mind mapping and sketching to explore a range of concepts. We then reviewed and selected the idea that best aligns with the design brief, focusing on the user experience.

Ideation Cards

Episodic Storytelling divides narratives into thematic episodes enriched with interactive content, enhancing engagement and creating memorable learning experiences. Personalization through historical characters fosters emotional connections with the content.

Public Display Technologies, such as interactive touch screen displays placed next to exhibits, offer animations, historical information, and games. This intuitive setup is designed for children and ensures an easily maintained, sustainable educational experience.

Active Listening deals with creating a specific character’s story and it encourages children to empathize with historical figures and understand their stories on a deeper level, prompting emotional and cognitive involvement.

Interaction Diagram

int diagram

Conceptual Map in PACT Framework

conceptual Map

Persona Templates


Person Template Kid
Person Template Teacher



IDEATION

Gamification Elements


Gamification elements map

THE PROJECT

Further Development

To ensure the DIVE project remains engaging, accurate, and educational, several key development and maintenance issues need to be addressed. A thorough validation process with subject matter experts ensures content accuracy and relevance. Historians and Egyptologists review all content to guarantee authenticity, supported by an advisory panel for ongoing guidance and review of new content.

Bi-annual content audits are scheduled to reflect the latest research and discoveries in Egyptology. A system for quick updates addresses significant new findings or corrections.

The narrative and interactive elements are regularly tested with children to measure engagement and educational impact, with educators providing feedback to improve educational effectiveness. User feedback is collected through surveys and feedback analysis to identify common themes and areas for improvement.

A Google Form is sent via email to teachers after the user experience to gather specific feedback on the narrative components and interactive experience with Amun. This form helps assess the effectiveness of storytelling and quizzes in engaging children. The feedback collected is analyzed to continuously improve and update the interactive experience.

THE PROJECT

Disruption

Addressing potential disruption scenarios is also crucial for the project's sustainability. The team has identified different issues, described as follows.

CONTENT

Moderation
How will you control visitor contributions? Do you need to and, if yes, do you have the resource?

Shelf Life
How long will your content remain relevant? Can you add new content over time?


RESOURCE

Funding
Does the experience rely on funding? How long will that funding last?

Reliance
Are particular volunteers or staff vital for the experience? What happens if they leave?

Scalability
If the experience becomes very popular can the venue, staff and technology handle an increasing audience? When will capacity become a problem? Are limiting mechanisms needed? Can you scale down if popularity is sporadic?


TECHNOLOGY

Energy Use
How much energy is consumed? Has this cost been accounted for?

Maintenance
Does your staff have the expertise for day-to-day maintenance of the technology? Is there someone on hand to tackle small problems?


ENVIRONMENT

Distraction
Is the venue an inherently noisy or otherwise distracting environment?


TRAJECTORY

Configuration
Does the experience work for single visitors and groups? Couples and tour groups? School groups?

Narrative
What story does the visit tell? Does it have a satisfying beginning and end? Does the visitor need to experience the elements in a particular order?

Disruption scenarios

THE PROJECT

Design Brief of the Project


Download the design brief (English) of the project.


THE PROJECT

TWINE

Overview of the Twine Story Map


Twine Overview


Are you ready for the adventure?
CLICK HERE

Team

COLLABORATORS

Valentina Bertelli

Elena Binotti

Ezgi Çolakoğlu

Lucrezia Pograri