Saturday 10th November, 2012
2:00pm to 2:30pm
Every year more than 3 million pilgrims converge on Mecca during Hajj, the time of pilgrimage. It is an intensely personal and communal journey to the heart of the Islamc faith. In 2011-12, the British Museum’s digital learning team confronted the challenge of translating the experience of Hajj pilgrims into a mobile application for high school students. The result was an in-house designed native Android application which supported a facilitated workshop. By focusing on experience and interactions rather than knowledge, the app blurred the lines between mobile learning and gaming. This paper and presentation will discuss the development process of the Hajj Mobile Experience app and the results of qualitative and quantitative research conducted with the students and teachers who used it. Our goal is to refine the definitions of mobile learning and provoke discussion about the role of technology in the unlikely field of religious education.
London based Artist and Developer. Likes science. Occasional worker at museums. bio from Twitter
Former British Museum SDDC intern, writing master thesis about evaluation of digital learning projects. Love action, music, books and bikes... bio from Twitter
I design and manage digital learning programs at the British Museum's Samsung Centre. Addicted to work, water, Swiss chocolate. bio from Twitter
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