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Gadgets have become a fundamental part of our lives and that of our children. Therefore, it makes complete sense to exploit the technology many of us already have in our pocket, to enhance our little one’s learning experiences.
We are used to seeing more hands-on exhibitions in museums and galleries but this is something completely different Gamar have created to help that is simply magical.
Created using a new pioneering technology, augmented reality is no longer just seen in Sci-Fi movies. This clever piece of software triggers interactive gaming experiences when looking at real-life objects and environments. It enhances the whole experience and makes it fun.
Gamar is suitable for children aged seven and upwards. You simply hold a smart phone or tablet near a museum object and watch as the two instantly interact. It brings the non-living to life in an instance. This supports learning and makes it more enjoyable. It encourages children to listen and live the stories and history behind the exhibits.
Lee Briggs, partner and creative director for Gamar, explained the reasons behind the software. ‘We’re using this technology to re-invent the visitor experience in the UK, and are exploring a number of exciting opportunities around London and beyond for future games.’
One example of is the ‘A Gift for Athena’ game at the British Museum. It starts by telling them all about how Athena had a birthday present stolen. It then offers children an interactive learning experience by asking them to complete challenges related to the Parthenon template to help get it back again. Through the game they will learn lots about the famous statues and the history relating to it. It’s very clever. You can see a preview of the Athena story here.
Chris Michaels, Head of Digital Media and Publishing at the British Museum, said ‘The British Museum is committed to finding and providing new ways for visitors to explore our galleries, and for making them accessible to an ever greater audience. Apps like those produced by Gamar allow a different kind of learning experience whilst remaining rooted in the power of objects to inspire and engage audiences. Our relationship with Samsung and with Gamar means we can make use of the latest digital technology to augment the collection and widen the visitor experience.’
Purely developed to enhance the museum-going experience for younger, technology savvy generations. It enhances the learning experience for all. So, now your children have no excuses for not visiting that museum or gallery.
We asked London-based Primary School Teacher Vicki Russell, whether this was something she envisaged using with her class on a school visit. She told us, ‘Anything that grabs a child’s interest when visiting a museum has got to be worth considering. So many museums are still all about items in glass cases. It’s about time that some of these museums embraced 21st century technology and used it to win a child’s interest. If a child can see history ‘come to life’, then it becomes a reality, albeit a reality from the past. Smartphones are part of our children’s reality, so why not use them as a teaching tool?’
The development of the app was supported by Samsung. It can also be used by primary schools and families visiting the Samsung Digital Discovery Centre onsite.
You can download it now using Google Play or the App Store for FREE. You then just buy the individual gaming experiences you want which are £2.49 each.
Is this something you could see your children enjoying or is it just another gimmick?