4 research outputs found

    Massive Remote School Trips: A Case Study

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    none5noDuring the height of the CoViD-19 pandemic in 2020 and early 2021, schools throughout Europe have been closed for several months, leaving teachers with the responsibility of providing distance learning through video conferencing and remote-presence systems, while parents were scrambling for appropriate tools and support. School outings have also suffered from the limited mobility of students given by stay-at-home orders and other restrictions. In this paper we present a set of technologies developed to reproduce the school trip experience, allowing students to stay at home or in school and requiring only a Web browser and Internet access, while integrating communication tools that allow participants to actively be engaged in interactive lessons and educational experiences. In 2020 the tool has been used during the “CodyTrip” event, a two-day visit to the town of Urbino, attended by more than 15.000 students, followed up with a series of events in 2021 with over 115.000 participants. Results from the pilot events show very high engagement and demonstrate the feasibility of organizing online visiting experiences with massive participation without compromising the perceived interactivity of the proposed activities, which can be equally engaging for different audience demographics. Findings also suggest that this solution may be adopted not only as a contingent substitute for traveling during the pandemic, but as an effective tool to widen the scope and appeal of cultural tourism.openBogliolo, Alessandro; Delpriori, Saverio; Di Francesco, Gian Marco; Klopfenstein, Cuno Lorenz; Paolini, Brendan DominicBogliolo, Alessandro; Delpriori, Saverio; Di Francesco, Gian Marco; Klopfenstein, Cuno Lorenz; Paolini, Brendan Domini

    Code Hunting Games: a mixed reality multiplayer treasure hunt through a conversational interface

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    In this paper, we describe an online multi-player game that challenges players with abstract coding puzzles that are tied to a geographical location. The proposed system transposes the classical scheme of “treasure hunt” games into a mixed-reality game, where players must physically move in order to advance in the game, while at the same time interacting with a chatbot through an online messaging system. The implementation of the online game is described in detail and an overview of different deployments of the system is given, including a large-scale deployment during the European CodeWeek 2017. We discuss details of the proposed system, including lessons learned during the development and operation of the game. We also argue that mobile games like the one proposed can be successfully adopted for many different purposes, from entertainment to education

    All Aboard: One Year of Accessible and Inclusive Remote School Trips

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    The rapid spread of the CoViD-19 pandemic in early 2020 and the adoption of social distancing and “stay-at-home” orders gave rise to the sudden need for schools to be able to provide effective remote teaching. In Italy and elsewhere, the introduction of distance learning technologies has significantly impacted the education of students and limited their social interaction and activities, among which are school trips and other scholastic experiences. To support the constrained educational possibilities of Italian schools, we developed “ActiveViewer”, a technological platform that enables massive and interactive remote events, and performed a year-long large-scale experiment, providing a series of massive remote school trips to several Italian cities. We designed a new school trip format, named “CodyTrip” that merges coding and computational thinking with elements of traditional school outings, and provides an engaging experience for participants. In this paper, we present the format and five online trips performed during the school year 2020/2021. The results based on user feedback support the adoption of the tool not only as a stopgap measure for school outings throughout the pandemic but as an accessible and inclusive tool to widen the possibilities of cultural tourism
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