Case Studies – ThingLink Blog https://www.thinglink.com/blog The easiest and fastest immersive content creation suite! Mon, 08 Apr 2024 16:00:09 +0000 en-US hourly 1 https://wordpress.org/?v=6.4 https://www.thinglink.com/blog/wp-content/uploads/2021/08/cropped-App-32x32.png Case Studies – ThingLink Blog https://www.thinglink.com/blog 32 32 Explore a Unique Interactive Learning Resource Created in ThingLink https://www.thinglink.com/blog/explore-a-unique-interactive-learning-resource-created-in-thinglink/?utm_source=rss&utm_medium=rss&utm_campaign=explore-a-unique-interactive-learning-resource-created-in-thinglink Mon, 08 Apr 2024 16:00:09 +0000 https://www.thinglink.com/blog/?p=9426 Katrina Lilly is a teacher at Te Aratai College in New Zealand, and recently finished a Masters in Contemporary Education at AcademyEx. As part of her masters she used ThingLink to produce a virtual learning environment of culturally responsive resources to assist in the teaching and learning of Māori visual culture, specifically on the subject of tā moko (traditional tattooing). Her finished resource is called Pae Ringa Toi, which roughly translates to “Māori art platform”. 

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Cultural challenges

Katrina was concerned about inadvertent misappropriation of culture when Māori visual art was being taught by those who didn’t have cultural experience or a full understanding of the art. Ideally, tā moko would be taught only by Māori teachers and visual art practitioners, but there is a shortage of Māori teachers across New Zealand, and many of that small number teach in Māori medium schools, rather than in English medium schools. 

“A potential solution would be to find Māori artists who were willing to teach others. I would video record the lessons and curate them into an online LMS for use in the classroom – that way, instead of needing one kaiako per school, one artist could cover many schools.”

When researching what was already available in this sphere, Katrina found that there was a shortage of suitable content. “I found the resources to be quite clunky and hard to navigate and understand. Teachers wanting to be able to use these resources in the classroom would need time to become familiar with them before implementing.”

She was determined to create her own tā moko teaching resource which would present authentic teaching in an accessible way to those who were eager to learn.

Structure, creation and content

Katrina enrolled in a course to learn Māori and Indigenous Art at Te Wānanga o Aotearoa, to learn more herself about tā moko. Her teacher on the course, tā moko artist Rawiri Horne, agreed to share his knowledge in videos which would be the core content of her new learning resource. ANZAAE National Art Association provided funding for professional videography, in exchange for permission for them to use the finished resource on their online hub. Katrina then edited the videos herself using WeVideo. 

In terms of presenting the content, Katrina envisaged dividing the learning content up into 5 steps, each of which consisted of a set or “sprint” of lessons, covering individual aspects of that element of tā moko. She wanted a platform that would allow for a certain amount of “gamification”:

“Something that would give me the option to lay out the sprints kind of like a board game. I knew I wanted the layout to be an image, with buttons that linked to the relevant content. I also wanted analytic data, immersive learning options such as speech to text to cater for diverse learners and a way for students to see their progress if possible.” 

ThingLink Scenario Builder

After researching a number of alternative creation and hosting platforms, Kat settled on ThingLink. Each lesson within the learning sprints was built using ThingLink’s Scenario Builder. 

For each of the 5 steps, the learner goes through the tags from left to right, guided by the direction of the arrow tags. In this way the learner:

  • Learns from Rawiri’s video about the background to a specific aspect of tā moko; 
  • Watches his drawing of the symbol, pattern or motif; 
  • Practises the drawing themselves; 
  • Takes a quick knowledge test about what they have just learnt.

Katrina also wanted to include somewhere for learners to demonstrate evidence of learning. So via a tag at the end of each module, learners use what they have learnt so far to create their own design: eg mangōpare that explains your family. Learners can then upload their designs to one overall Padlet via a link. 

Incorporating elements of Māori art into the resource design

Katrina describes the structure of Pae Ringa Toi, which in itself reflects Māori art forms :

“Each sprint the learner undertakes is termed poutama or ‘step’. It comes from the stepped pattern found in tukutuku panels and weaving. It symbolises genealogies and also levels of learning and achievement. As the students progress through each poutama they learn more about Tā moko until they reach the top and are tasked to create their own artwork based on the knowledge they have acquired on their journey up the mountain. I wanted the site to be easy and fun to navigate with an element of gamification.”

Using ThingLink’s language features

Katrina was also keen to include translation into Māori as much as possible throughout. Microsoft Immersive Reader is an accessibility tool embedded into ThingLink and can be used to translate text in text and media tags. She was also able to make use of the new feature in Scenario Builder which lets creators change the text in the end screen. Each end screen message is written first in Māori and then in English.

Katrina has also made use of ThingLink’s built-in statistics feature.

“This is quite helpful so you can track how many people are actually ‘climbing the mountain’ or just opening the first scenario to check it out.”

In Pae Ringa Toi, all the content is contained and framed within a one page ThingLink scene to which learners return after each module. The progression from left to right through the “sprints” and climbing up through each tier of the mountain is clear from the outset and gives the learner an obvious indication of where they are and how far they have come at each stage. 

“ThingLink is such a great resource for visual representation.”

“What I like about using [ThingLink Scenario Builder] is that you can insert different ‘blocks’ such as questions, media, text, branches and goals etc. All the content is editable and updates in real time, so if I use a video that has tags and update this then I do not need to go into every scenario that features that video to update it, it will just happen.”

Results

Overall, Pae Ringa Toi has received an extremely positive response. Three responses to highlight in particular are featured below.

  • One learner was inspired by having completed Pae Ringa Toi to create a carving which they gave as a gift. 
  • Another has been inspired to create a ThingLink of their own to share the histories and legends of their iwi (people).
  • Feedback from a committee member of the ANZAA :

“The tools load really quickly and are so packed with juicy information and clear learning steps. Great resource. Clever idea. Very engaging.”

ANZAAE committee member

How this resource will be used

ANZAAE will use Pae Ringa Toi on their online resource hub which is available to all Art Educators in New Zealand. Rawiri Horne will now be able to use Pae Ringa Toi in his own teaching. In addition, Katrina had always envisaged creating a digital learning resource for sharing cultural heritage that would be accessible to all regardless of financial or geographical barriers, time constraints or technology experience. As such, Pae Ringa Toi will remain available for anyone who is interested in tā moko, not monetized but as a permanently free resource. 

Katrina intends for this mountain to be just the first of a whole mountain range for learning associated Māori visual arts.

An inspiring example of capturing and sharing in an accessible way the authentic knowledge, stories and experience of those who teach their art form and keep it alive for future generations. We wish Katrina every success in her journey!

Creating similar tools with ThingLink

This structure using ThingLink is ideally suited to teaching any creative learning material, but is particularly suited to visual (2D) arts. It is the perfect illustration of how a digital learning resource or virtual learning environment (VLE) can be very thoughtfully created and used to convey and continue the teaching of traditional heritage and culture.

Further examples of virtual learning experiences with ThingLink

ThingLink is used as a learning platform to create a huge variety of web-based virtual learning environments. It’s used by higher education institutions and schools to create virtual field trips, and as e-learning and distance learning for trainees, employee onboarding and professional development. From scenario-based learning modules and courses to interactive in-situ training using the ThingLink AR App, the combinations of formats and multimedia content are almost infinite.

Explore these case studies below to find out more:

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If you’d like to learn more about how you can save resources and effectively support employees or students with impactful learning and training, schedule a free call with one of our transformation consultants.

[ThingLink support] have provided excellent customer service. I recommend anyone thinking of using this platform to try it out.”

Katrina Lilly

Finally, some advice and guidance taken from Pae Ringa Toi for all those who are inspired to create with ThingLink: “Iti nei iti nei ka taea – Small consistent steps amount to success”.

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ThingLink’s New AR App Helps Keep Water Flowing https://www.thinglink.com/blog/thinglinks-new-ar-app-helps-keep-water-flowing/?utm_source=rss&utm_medium=rss&utm_campaign=thinglinks-new-ar-app-helps-keep-water-flowing Wed, 06 Mar 2024 18:58:09 +0000 https://www.thinglink.com/blog/?p=9228 ThingLink’s AR Solution Helps Operators Troubleshoot Critical Water Network Issues 

Clean, safe water on demand is a fundamental expectation and mainstay of our lives in the developed world. Even initially minor faults or interruptions in a water supply network can cause issues which can quickly escalate, with potentially catastrophic effects on health and safety on an urban, regional or even national scale.

For this reason, fast and  accurate responses are vital when even minor issues are detected anywhere on a water network. Developments in technology have removed much of the potential for human error in these processes, but the human element remains essential. Clearly, the optimisation and development of this operator-technology partnership is fundamental to the seamless provision of this critical utility. A water network testing and research facility in Finland (WaterLAB) has been using the new ThingLink AR Solution to ensure that maintenance, fault finding and troubleshooting is as fast, efficient and accurate as possible.

Book a free consultation

If you’d like to learn more about how your company can save resources and effectively support employees with impactful training and content, schedule a free call with one of our transformation consultants.

The work of WaterLAB

Systems modelling using digital methods to optimize the water sector is the specialized field of expertise of Patryk Wójtowicz, Research Manager at Savonia University of Applied Sciences. Patryk is leading Smart Water Group leveraging the WaterLAB – a dedicated space for development and testing at the university. WaterLAB incorporates a number of different water systems testing facilities using specialized equipment and laboratories. WaterLAB is also equipped with WaterLOOP – a Distribution System Simulator (DSS) – in simple terms, it is a small-scale version of a typical urban water network (from a source to a tap).

Leveraging WaterLAB facilities, Patryk and his colleagues can introduce and manipulate a huge variety of simulated events, to test various scenarios that could occur in a real water network. WaterLAB also has access to the SuperDMA (district metered area) full-scale demonstrator, which is part of the water distribution system operated by the local water authority, located close to WaterLAB.

Augmented reality applications in Smart Water

Patryk leads the Smart Water Group at Savonia UAS, who are developing applications of digital solutions such as augmented and extended reality, artificial intelligence and machine learning. In 2020 the group began investigating how the new generation of digital solutions could best support field technicians, specifically in optimizing the speed, efficiency and safety of troubleshooting operations.

They initially experimented with a number of solutions using available virtual reality and AR headsets, but found that all potential solutions were too bulky, unreliable and took too long to master. In addition, the AR software platforms would have required significant development time to build the content. 

However, via the SWIM (Smart Water Management) project supported by Business Finland, Patryk was put in touch with ThingLink, who were in the initial stages of developing their new AR Solution. The ease with which materials could be created and updated, and the user-friendly interface suggested that this would be the ideal solution for supporting field technicians.

Augmented Reality solutions for the energy and water sectors

Augmented Reality has been used for training and field technician support by energy grids for some time to help minimize the risk of operator error, and Patryk realised the potential of using the ThingLink AR Solution in the water industry in a similar way. The Smart Water Group were provided with funding by the Finnish government’s SPECTRAL project to develop the AR project using ThingLink.

Together, WaterLAB and ThingLink are creating resources using the AR Solution for maintaining and troubleshooting a number of applications and instruments that feature in the WaterLAB and in the SuperDMA, and which are used in water networks around the world. One of the AR resources is designed to be used with the EventLab system by Optiqua and PipeScan by Scan (Badger Meter Group), just one of the many instruments installed in the WaterLAB. 

Simplifying the complex with augmented reality

EventLAB is a compact but highly sophisticated water quality monitoring instrument using ‘Lab-on-Chip’ technology. It gives operators a complete grid network overview, with graphical analysis tools and automated early alerts for 24/7 network monitoring. It consists of sensor hardware, data transmission infrastructure and data analysis and event detection software. This is exactly the sort of complex and critical instrument which would benefit from a comprehensive but easy-to-use app for use by technicians in the field when troubleshooting issues. A video of the AR Solution in action with EventLab is provided below.

How does the AR Solution work?

In the video below you can see both the quick and simple process of the content creation, as well as the functionality of the AR Viewer App when used by the field technician in situ. 

  • Creating interactive resources for viewing in AR is exactly the same, and just as simple, as creating any ThingLink content. The process can be mastered in minutes, even by those with no previous experience of AR technology. You simply upload the product/instrument image to the ThingLink editor, and click on the image to add interactive tags in the relevant locations. In each tag, you then add any combination of text, images, 3D models, videos (singly or as carousels), links out to additional information, or even an entire manual as a PDF. 
  • In the viewing stage, the operator simply points their smartphone’s camera at the object and they see the interactive tags appear on the on-screen image as an overlay. They then tap them to read, view or watch, going through the troubleshooting process step-by-step.

Challenges facing the water sector:

  • Even minor faults can escalate to major issues such as interruptions to supply which can cause risks to health, secondary risks to other industries, a loss of consumer confidence and reputational damage. Fast and precise troubleshooting is therefore critical.
  • The 24/7 nature of the sector means that there is little opportunity or time for creating technical or training resources, so fast and efficient production of materials that does not require any interruption or compromise to operations is crucial.
  • Lack of support for new technologies at all levels, from field technicians, through senior management to board level.
  • Staffing and HR issues throughout the sector. These include:
    • Skilled Workforce Shortages, particularly in specialized areas, affecting water resources management and essential services delivery.
    • Workforce Aging/Retirement: Many water sector professionals are approaching retirement, leading to concerns about a “brain drain” and loss of knowledge and expertise, impacting operational and service continuity.
    • Training and Capacity Building: Training and CPD on emerging technologies, best practices, and regulatory requirements is essential. However, budget constraints and competing priorities can limit training investment.
    • Workplace Safety and Health: Common hazards include exposure to hazardous chemicals, confined spaces, and physical risks around fieldwork and construction activities. Ensuring workplace safety and implementing health and safety protocols is crucial to protect staff.

The Benefits of ThingLink’s AR Solution:

“It’s much easier for even untrained staff to go into the field with this kind of support. You can be confident that that person is doing their job correctly.”

Patryk Wojtowicz
  • Reduces errors, increases success rate and precision of troubleshooting.
    Which in turn:
    • Reduces costs – less unintentional damage to expensive or critical equipment, less time spent in the field troubleshooting or awaiting resolution.
    • In some cases can reduce danger to staff.
    • Mitigates for staff shortages in water industry.
    • Simplicity of the user experience reduces the need for specialist employee training and onboarding in assistive technologies
    • Increases confidence in staff, which in turn increases staff morale and, in turn, retention.
  • The ThingLink AR solution is incredibly simple and intuitive for resource creators, even those with no augmented reality training or experience.
    • Speed: It’s incredibly fast to create material in ThingLink. For example the Optiqua AR resource seen above took less than two hours to create.
    • Ease: Easy and intuitive to create and update. Slick and accessible, the content is easy to update when any changes or updates to the system are made. In fact it allows for constant and regular updating of materials if required. 
  • The AR Viewer App user interface is also very intuitive, clean and easy to navigate for viewers.
    • Rather than using AR glasses, the app is accessed via the technician’s phone or other mobile device, instantly providing a sense of familiarity and confidence, and a somewhat gamified experience. There is no need for specific AR training programs to introduce it, which will shorten the training process on new instruments, in turn reducing training costs.
    • This can help address resistance to change that often comes with the introduction of new technology in the utilities sector.

“ThingLink is very user friendly, even with a small phone screen. It’s very responsive. That’s what you need.”

Patryk Wojtowicz

ThingLink’s AR Solution: Ideal for challenges common to the water industry and the wider utilities sector

Fast and efficient fault finding and resolution is the key to increasing the overall efficiency of water networks, so having access to the correct technical help in the instantly accessible format that ThingLink’s AR Solution provides is crucial. 

“At the end of the day what we want to achieve in the water sector by providing the ThingLink AR Solution is to increase efficiency, safety and knowledge. Guesswork is not efficient. It could take you a whole day to solve the problem. In the AR Viewer App you are given instructions one by one, you are shown which button to press, which valve to close – you are minimizing the time taken to troubleshoot.”

Patryk Wójtowicz

Join our Webinar to learn more!

Sign up to our webinar (watch live or on demand) to hear Patryk and other special guests discuss their use of the amazing new ThingLink AR Solution!

Further reading:

Read how the AR App made this Ohio art exhibition more accessible

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Promoting Sustainability Through Immersive Learning with ThingLink https://www.thinglink.com/blog/promoting-sustainability-through-immersive-learning-with-thinglink/?utm_source=rss&utm_medium=rss&utm_campaign=promoting-sustainability-through-immersive-learning-with-thinglink Tue, 05 Mar 2024 10:08:01 +0000 https://www.thinglink.com/blog/?p=9364 The world faces numerous sustainability-related challenges, threatening the future of our planet. Those issues are often hard to grasp without direct exposure to their consequences or impacts. How can students most effectively comprehend the ramifications of these matters in locations beyond their own? ThingLink offers an opportunity to educators to promote sustainability through immersive learning in digital environments that represent experiences and challenges people confront on a global scale.

Andreas Fischer pursued his Master’s in Pedagogy and Teaching for Sustainability at the University of Eastern Finland, where he first learned about ThingLink. The platform was used to conclude a research module in an interactive format. Captivated by the engaging interface, he quickly began creating pedagogical content and course assignments with his classmates to discuss various sustainability-related topics, such as the environmental impacts of EV-vehicle production.

Meet Andreas, ThingLink Success Manager for Germany

Andreas excels in fostering customer relationships and guiding them towards success. Located in both Finland and Germany.

As part of a traineeship at the university’s escape room facilities (Sm4rt LOC), Andreas further expanded his skillset with the platform by enhancing course infographics designed on Canva through the integration of vibrant icons and pop-up windows using ThingLink. Together with his supervisor, he also held a workshop about escape room pedagogy and the value this technique entails to education at the Sustainable Science Days (SSD) conference in Helsinki last year. ThingLink was the ideal platform to transfer the physically introduced escape room version into a digital use case while enhancing the learning experience and interface as well as storing the activity for future sessions.

Context Immersion

Digital tools have distinguished potential to support students in growing a profound understanding of different contexts through immersive experiences that represent real-world scenarios. One key objective of sustainability education is to promote a vast set of competences touching upon aspects, such as global understanding, systems thinking and collaborative action. With ThingLink, educators can facilitate the growth of numerous competences in learners and widen their worldview by generating virtual 360° environments using panorama images designed to illustrate sustainability challenges people face around the globe. Within those digital worlds, students have the possibility to freely explore and discuss impressions.

Widen Perspectives

One glove doesn’t fit everyone! With teaching experience at multiple international schools, Andreas realized the need for educational tools to globally connect learners on accessible platforms and allow them to share their immediate knowledge from local settings. ThingLink helps to transfer real-world impressions into digital environments where learners and educators can effortlessly embed information to articulate experiences. This makes different sustainability challenges more graspable and facilitates a profound understanding of individual needs. Students build concrete knowledge around challenges to weigh feasible solutions and sympathize with locals through the immersion into digital environments simulating real-world examples. ThingLink, as a digital space, bridges the gap between learners on a global scale and helps showcase the complexity of sustainability matters and their root causes.

Systematic Thinking

Sustainability education encourages growing an understanding of factors that drive and impact the global system. In other words, knowing the extent of primary pillars, like the economy, and how these interact with each other positively or negatively. With Thinglink, educators can create digital scenarios to allow learners to enter various worlds (environment) and learn about local contexts (economy) while working with others (society) and benefiting from the exchange of perspectives (culture and heritage). This advances global consciousness and builds a comprehension of different circumstances which define sustainability matters. Additional applications, such as the AR-function, amplifies experiences further, merging digital and physical worlds.

Promote Sustainability Education Using Gamification 

Gamification is a pedagogical method that shows strong evidence in supporting learning holistically through engaging and vibrant material in fun-packed individual or social experiences. Learning processes are often not directly perceived by the students but become most evident in the reflection phase. A popular application of gamification in education is through escape rooms, with ThingLink being an excellent platform to create virtual versions and provide access to implement a broad range of riddles and digital tools. A gamified approach to complex topics, such as embodied in the sustainability concept, supports students’ process impressions suitable to their age and learning stage as well as fosters a seamless development of competences.

Valuable Opportunities Andreas Found with ThingLink

  • Immersive and captivating learning experiences.
  • Generate subject-oriented digital environments while accommodating learner specifics.
  • Transfer and storage of physical activities (e.g., escape rooms) into digital versions.
  • Create global connections and exchange perspectives.
  • Project/material longevity and ease to modify.
  • Embed multiple websites and online tools in one engaging environment.
  • Amplify user experience through VR, XR and AR applications

Closing Thoughts

Sustainability comprises multiple aspects which challenge educators to tangibly compact and deliver the concept into a learning environment. In Andreas’s opinion, ThingLink offers a unique escape route to support this process with its versatile interface and possibility for context immersion. The platform provides worlds for students to connect, collaborate and sympathize to fight for a better future.

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Discover how ThingLink helps to Empower Nursing Students on Placements https://www.thinglink.com/blog/discover-how-thinglink-helps-to-empower-nursing-students-on-placements/?utm_source=rss&utm_medium=rss&utm_campaign=discover-how-thinglink-helps-to-empower-nursing-students-on-placements Wed, 21 Feb 2024 17:02:56 +0000 https://www.thinglink.com/blog/?p=9299
Discover the future of nursing education with the “Care for Europe” project, where immersive tours and interactive modules seamlessly prepare students for international clinical placements. This pioneering initiative blends technology with tradition, offering insights into cultural competence and local nursing practices, setting a new standard in healthcare education and empowering the next generation of nurses for global challenges.

The Challenge in Nursing Education: Nursing students must master a mix of theory and practical skills and be ready to make quick decisions in ever-changing situations. Part of their training takes place in real-world healthcare settings, which is crucial for their learning.

Since nursing programs across Europe share core elements, students have the chance to study and train in different countries. However, before starting their clinical practice abroad, they need a thorough orientation to adapt to new work environments and cultures.

Introducing the Care for Europe Project: The “Care for Europe Erasmus+ KA2” project aims to make it easier for nursing students from abroad to fit into their new clinical placements. The project focuses on creating digital tools to help these students get used to their new country and healthcare settings.

This initiative is led by the French Red Cross’s IRFSS Auvergne-Rhône-Alpes, with partners from universities in Hungary, Spain, and Finland. Together, they’ve developed materials in collaboration with educators, nurses, and students themselves.

A Breakthrough Digital Tool: One of the standout creations is a 360° immersive learning resource built with ThingLink. This learning resource is designed to introduce students to the concept of cultural competence and prepare them for their clinical placements in various countries. It offers virtual tours of actual nursing locations, like hospitals and educational simulation rooms, allowing students to explore and learn about their upcoming work environment before they even arrive.

Learning Modules Offered: The learning resource is divided into four key areas:

  1. Cultural Competence: Helps students reflect on their own cultures and understand others better.
  2. Understanding Local Nursing: Offers insights into the nursing field and education in the participating countries.
  3. Mentoring and Clinical Practices: Guides on mentoring and how to navigate clinical placements.
  4. Local Culture and Country Info: Provides a peek into the local culture and practical information about the host country.

Positive Feedback and Future Possibilities: The feedback from both students and teachers across Finland, Spain, France, and Hungary has been extremely positive. The ThingLink platform is praised for being innovative, engaging, and user-friendly. The project has sparked interest not just for educational purposes but also as a potential tool for orienting new healthcare staff or patients in different settings.

Conclusion: The “Care for Europe” project showcases how digital innovation can enhance nursing education and support students in adapting to international clinical environments. By leveraging immersive experiences and collaborative efforts, it offers a forward-thinking approach to preparing nursing students for global opportunities.

With many thanks to case study authors,

Niina Glerean, Senior Lecturer, Laurea University of Applied Sciences

and

Mika Alastalo, Principal Lecturer, Laurea University of Applied Sciences

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How To Increase In-Person Visits With Virtual Museum Tours https://www.thinglink.com/blog/how-to-increase-in-person-visits-with-virtual-museum-tours/?utm_source=rss&utm_medium=rss&utm_campaign=how-to-increase-in-person-visits-with-virtual-museum-tours Tue, 30 Jan 2024 18:58:44 +0000 https://www.thinglink.com/blog/?p=9153 Museums worldwide are finding innovative ways to enhance their visitor experiences both on and offline. One such innovation is the virtual museum tour. Perhaps counter-intuitively, a virtual tour of your museum, art gallery or heritage site can significantly increase in-person visits to museums. In this blog, we’ll explore how online museum tours are not just a digital novelty but a powerful tool for boosting in-person visits to your physical museum exhibitions.

Book a free consultation

If you’d like to learn more about how you can create your own virtual tours and exhibitions, schedule a free call with one of our transformation consultants.

Bridging the Digital and Physical Worlds

Breaking Geographical Barriers

Virtual tours make museums accessible to a global audience, breaking down geographical barriers. Potential visitors can ‘walk’ through your exhibits from anywhere in the world. This exposure often ignites the desire to experience the museum in person, converting virtual visitors into physical ones.

Case Study: Highland Folk Museum

In this case study on the Highland Folk Museum in Scotland, we showed how virtual tours of the museum helped pique interest for visitors.

Highland Folk Museum wows the world witjh Fresh new twist on Virtual Museum Tours

“Regular visitors love being able to see their favourite buildings and collections up close, and are keen to return to the museum, and people who haven’t been before are telling us they can’t wait to come and visit in real life; it’s made them curious. ThingLink has been the perfect way to present our unique buildings to an online audience.”

Helen Pickles, Highland Folk Museum Project Officer

Use Your Museum Virtual Tour as a Teaser Experience

Think of a virtual exhibition or tour as a sort of “trailer” for your museum. It provides a tantalizing glimpse of your collections, compelling viewers to come and see the full story in person. The virtual tour can showcase highlights and unique artefacts, sparking curiosity and encouraging an in-person visit to see more.

Enhancing Outreach with Virtual Tours

Virtual gallery and museum tours are valuable educational and outreach tools. They can be used in classrooms, inspiring students and educators to organize field trips to your museum for a more hands-on experience. This educational aspect transforms the virtual experience into an invitation for an educational journey on-site.

Particularly for those who may never have stepped foot in an art museum or gallery before, allowing students to explore the site in virtual reality makes a real-life visit less daunting.

Case Study: Orton Geological Museum, Columbus

One aspect of inclusivity and accessibility which can often be overlooked is the fact that museums and galleries can be overwhelming, confusing or intimidating for some visitors. Feedback about this virtual tour of the Orton Geological Museum and Library at Ohio State University showed that most of the recent in-person visitors had explored the virtual tour first, suggesting that familiarity with the space encouraged a subsequent physical visit.

Explore the Virtual Tour below!

Using Technology to Enhance the Visitor Experience

Interactive Elements

Modern virtual tours and online exhibits are more than just panoramic images; they can include interactive multimedia elements such as clickable information points, 3d models, audio guides, quizzes and video clips. This interactive functionality enrich the virtual user experience, making it more engaging and memorable, which in turn fuels the desire for a real-world visit.

Social Media Integration

Virtual tours are shareable on social media, expanding your museum’s reach. Users can share their favorite parts of the tour with their network, effectively becoming ambassadors of your museum. This organic marketing can lead to increased interest and foot traffic.

Accessibility and Inclusivity

Virtual tours make your museum more accessible to individuals who might have disabilities or geographical/financial limitations that prevent them from visiting in person. By providing this inclusive experience, you build a relationship with a wider audience, who may be motivated to visit in person if their circumstances change.

Case Study: ROM

In our case study ROM’s Interactive and Responsive Virtual Museum Tours Solve Access Issues, we examined how the Royal Ontario Museum used a virtual tour to help fulfil their mandate of providing museum access to students across their entire province, all 415,000 square miles of it.

ROM ThingLink Virtual Museum Tours
ROM’s virtual museum tours solve access issues

Building Anticipation

Special Exhibits and Events

Use virtual tours to preview special artworks or exhibitions. This strategy creates anticipation, encouraging people to visit in person to be part of the exclusive experience.

Virtual tours: A powerful strategic tool

In conclusion, virtual museum tours are not just a supplement to the physical experience; they are a strategic tool for increasing in-person visits. By breaking down geographical barriers, offering teaser experiences, enhancing educational outreach, utilizing interactive technology, and building anticipation, virtual tours can significantly boost physical attendance at your museum. Embracing this digital innovation could be the key to unlocking a new era of museum engagement and visitor growth.

The easiest way to create your own virtual tours and exhibitions

Read through our selection of blogs and case studies below to see how easy it is to create your own interactive museum or gallery virtual tour.

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How ThingLink’s AR App and Virtual Tour Made an Art Exhibition More Accessible https://www.thinglink.com/blog/how-thinglinks-ar-app-and-virtual-tour-made-an-art-exhibition-more-accessible/?utm_source=rss&utm_medium=rss&utm_campaign=how-thinglinks-ar-app-and-virtual-tour-made-an-art-exhibition-more-accessible Tue, 19 Dec 2023 12:26:12 +0000 http://blog.tlsrv.net/?p=9056 In the fall of 2023, Ohio State University’s College of Arts and Sciences Office of Distance Education (ASC ODE) began a collaboration with the college’s Barnett Center for Integrated Arts and Enterprise. The ODE would be assisting the Barnett in championing a campus-wide initiative celebrating disability justice and community awareness. As part of this initiative, the Barnett Center would be working with the organisation Art Possible Ohio to host a two month exhibition showcasing their annual Accessible Expressions Ohio series.

University Instructional Designer Sarah Dove proposed creating a virtual tour using ThingLink, to increase the accessibility and inclusivity of the exhibition. It would mean that those who were unable to access the center physically could take a tour of the objects within it. It would also provide an introduction to the building before visitors arrived, to give a sense of navigation around the space.

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ThingLink provides not one but two solutions

At the time, ThingLink’s AR (Augmented Reality) app was in the final stages of development, and by good fortune was going to be ready to be deployed just when the exhibition was also in its final stage of preparation.

The dual approach could create multiple ways that people could experience the exhibition and engage with the artworks, whether in person, virtually, or a combination of the two. ThingLink was able to provide the solution to create and host both approaches – a Guided Tour and an AR experience. The two were developed in tandem, saving development time.

The virtual tour was launched in early October 2023, followed by the AR experience at the beginning of November 2023.

AR App – so easy to set up and use

Sarah reports that setting up the AR App was “incredibly easy.” Each artwork was photographed, the image uploaded to ThingLink AR App, and the interactive tags added in the same way as you would in the main editor. (Further instructions and link are provided at the bottom of this blog.)

Sarah created a poster for the exhibition which featured two QR codes: one to download the app, and one to visit the artwork collection.

In the video below, you can see that the tags appear instantly as an overlay when visitors scan the artwork with their mobile device. It was so straightforward that the center staff required no additional training on using, or supporting visitors to use the app – and to date, all visitors have enjoyed a smooth and straightforward experience. Just like in the Guided Tour, visitors are also able to purchase the available artworks via a link in the AR app.

How the Guided Tour was created and how it functions

The Guided Tour 360 images were created with a Go Pro camera, with more detailed images of groups of artworks provided within the tour. Visitors to the guided tour can click the tags on any artwork they would like to learn more about, or see in more detail. If the artwork is for sale, there is also a link to purchase via the Art Possible Ohio Shop site. Explore the full Guided Tour below!

It also contains an introduction video from Art Possible Director Megan Fitze which you can watch here:

You don’t necessarily require a 360 camera to create a similar tour. An instructor at OSU has created an example virtual gallery tour for her course students using the new solution Pano to 360 by ThingLink.

Feedback from creators, museum, artists and visitors

The ThingLink resources have been extremely well received both by the director of the Barnett Center – Scott A Jones, and the Director of Art Possible, Ohio – Megan Fitze.

“We work with artists all over the state, some of whom are homebound due to their disabilities. Having this virtual exhibition provided the artist and their loved ones the opportunity to see and share their work on view. The benefits can literally not be measured. Artists were simply excited to share the works with their friends and families and often left affirmative comments on our [social media] posting.”

Megan Fitze (Executive Director, Art Possible Ohio)

“The virtual tour and related supportive technologies added a rich and meaningful dimension to this art exhibition in the Barnett Center this semester. The initial conceptualization for the exhibition was strictly for an in-person audience. Through the thoughtful efforts of Instructional Designer Sarah Dove, the exhibition became available to viewers from around the world through the web-based nature of the technology. While this was my first interaction with such technology, I found the platform easy to navigate and enjoyable.”

Dr. Scott Jones (Director, Barnett Center for Integrated Arts and Enterprise)

On accessibility:

“The tool itself makes it so easy to include the things that need to be considered for accessibility. The added benefit of people being able to translate it straight into another language just adds even more inclusion.”

Jessica Henderson

“It’s a really nice marriage of UDL (universal design for learning) and accessibility.”

Sarah Dove

On ThingLink overall:

We have been very impressed and encouraged by how quickly things are updating and how quickly new things are being added. Because ThingLink is very invested in accessibility already it makes integrating these new features so much easier for us.”

Sarah Dove

“You always have the flexibility to find creative solutions with ThingLink”. 

Jessica Henderson

Impact and legacy of the exhibition

Art Possible Ohio intend to keep the Guided Tour active indefinitely as an online fully asynchronous exhibition space. In this way it will also represent archival material – a catalogue of the exhibition and a learning artefact. They will also be sharing it in presentations with stakeholders and potential future partners.

How does the AR app work?

Creating interactive content for the AR app is very straightforward in ThingLink.

  1. Take a picture of an object (e.g. a painting)
  2. Upload the picture to ThingLink and add hotspots using ThingLink’s main media editor.
  3. Go to the AR section in your ThingLink profile, add the scene to an AR collection, and then generate a share code for your collection

For detailed instructions, go to our easy-to-follow article on our support pages.

Should I choose a Virtual Tour or Guided Tour?

One aspect of inclusivity and accessibility which can often be overlooked is the fact that museums and galleries can be overwhelming, confusing or intimidating for some visitors. Feedback about a virtual tour of the Orton Museum on campus (explore below!) showed that most of the recent in-person visitors had explored the virtual tour first, suggesting that familiarity with the space encouraged a subsequent physical visit.

For this reason the team decided that Guided Tours would be even more useful in this regard than the free-form self-guided virtual tour alternative. The guided tour welcomes viewers to the Barnett Center virtually before coming to the physical exhibition, guiding them through a route that they would take from arrival to the exhibition – rather than relying on the visitor to navigate their own way around the spaces.

On the other hand, Virtual Tours work well when you have a lot of information that you would like to include on each object, such as in the Orton Museum tour above.

Thank you to Sarah Dove and Jessica Henderson for their help in putting this case study together.

Further case studies and blogs you may be interested in

Royal Ontario Museum’s New Virtual Tour

How Stuhr Museum’s Blizzard Scenario Brings History to Life

Highland Folk Museum’s Virtual Tours

Budapest’s Major Museums Create Virtual Tours for Schools

V&A Dundee Widens Access with ThingLink

How Museums and Technology are Collaborating

ROM’s Virtual Tours Solve Access Issues

Join the Conversation!

Get involved with our active groups and communities on social media and explore some inspiring examples of interactive content from our 10 million creators worldwide!

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LinkedIn Community

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X / Twitter ThingLink Edu Page

X / Twitter Creative Learning Design Community

ThingLink Education Facebook Group

Or follow our YouTube channel for tutorials

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Bringing Research to Life with ThingLink Interactive Presentations https://www.thinglink.com/blog/bringing-research-to-life-with-thinglink-interactive-presentations/?utm_source=rss&utm_medium=rss&utm_campaign=bringing-research-to-life-with-thinglink-interactive-presentations Mon, 27 Nov 2023 10:27:13 +0000 http://blog.tlsrv.net/?p=9030 Regardless of subject, presenting your data and findings in an engaging and understandable way can be a challenge! Fortunately, ThingLink provides you with the tools to present research or information in an almost limitless combination of media, transforming static data into dynamic experiences that capture your audience’s attention. In this case study we showcase the work of educator Erin Kinucan, who summarised her research this way using ThingLink.

Background to the project

Erin has taught in elementary education for 11 years. Her broad experience includes special education, pre-K, kindergarten and second grade, but the majority of her career has been in third grade math and science. Over the last few years she noticed huge differences socially, emotionally and academically between her students pre-covid and post-covid. The difference was particularly pronounced in the group that missed kindergarten – especially in the key skills of social and emotional interaction that are normally developed at that stage. Erin’s observations led her to explore how the shift to online learning had impacted this cohort. How had their enforced home-learning experience, and in particular the use of technology (educational and otherwise) impacted them?

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In January Erin began a Master program of Educational Instructional Technology at Sul Ross State University in Alpine, Texas. Her capstone project for the course “Advanced Media and Application” was focused on “The Impact of Screen Time on Child Development: Balancing Benefits and Risks”. She chose ThingLink as the platform to present her findings given that it ticked all the boxes for the type of content that her assessors ideally wanted included in the final piece. Her base media, the presentation slides with text and graphics, were created in Canva, then uploaded into ThingLink. You can explore Erin’s ThingLink in full below. Notice how she has incorporated different types of media in her tags, from text, to audio, external links and embedded videos.

Why ThingLink was the ideal presentation tool for the project

Ease of use was the overall standout feature for Erin as content creator:

“From the creator’s standpoint, being able to add those features – links to other websites, images, audio and YouTube – and having it all in one place was really convenient. It was a super smooth transition from the storyboard of how I envisioned to actually implementing it ThingLink.” 

Easy functionality and navigation for the audience:

“Presentation-wise, it’s really accessible and easy to manoeuver. Go through the pages, access the additional information by clicking those simple links, and have audio in there to just listen to information being read to you instead of having to go in and read a lot of fine print.”

Accessibility features:

“Coming from a SPED (special education) background, I appreciate those features which help with accessibility.”

Ease of sharing and updating:

Erin’s final report was submitted as a link, although she was also able to share it in Facebook, from where users were able to directly explore all the features and elements. Erin also plans to provide her research as a resource for fellow educators and families. 

“If you ever want to go in and make those quick edits, you still have the foundation there. It’s just such an easy tool to use and get to know.”  

Flexibility and versatility to fit your needs and content

“It’s a creative platform – a tool to do whatever you envisage, so you can manipulate it to fit your needs.”

Thank you to Erin Kinucan and Sul Ross University for allowing us to share the project.

Unleashing the Power of Visual Storytelling in Research

Interactive Presentations: A New Dimension to Data

ThingLink enables anyone to create interactive presentations that are not just visually appealing but also informative. By embedding interactive elements in images, videos, and 360-degree environments, researchers can offer a deeper dive into their data. These tags can link to external sources, additional details, and multimedia content, providing a comprehensive and immersive understanding of the subject matter.

With ThingLink, any visual media – charts, graphs, infographics, images, animations, 3D objects – can then be enhanced with additional text, images, videos, links, and embedded web pages and apps. This approach not only creates a more engaging presentation but also allows readers to explore the content at their own pace, focusing on areas that interest them the most.

Pro tip: Canva is a great platform for creating your base media. They have an enormous range of templates for presentations which you can edit and adapt before uploading to ThingLink.

Benefits of creating interactive presentations:

  • Increased Engagement: Interactive elements and pop-ups keep readers invested and curious to explore more. Interactivity has also been shown to increase information retention which is important if you need your viewers to remember key points and takeaways.
  • Flexibility: Viewers can navigate through the content in a non-linear presentation, focusing on what interests them rather than progressing through a slide deck format.
  • Accessibility: Enhance the power of data visualization with accessibility features such as Immersive Reader and a web view accessibility link for every ThingLink you create.
  • Share and update with ease: Unlike sharing a PDF or a Microsoft powerpoint presentation, when you share a link to your ThingLink, or when you embed it, any updates you make will be made in real-time wherever your content is shared or embedded.

Further inspiration

For more interactive presentation ideas, see our post

How to Create Interactive Infographics with Canva and ThingLink and explore further uses of ThingLink in higher education here.

Connect and Collaborate!

For more ideas, use cases and inspiration on content creation, join our communities on social media! 

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Explore Royal Ontario Museum’s New Virtual Tour https://www.thinglink.com/blog/explore-royal-ontario-museums-new-virtual-tour/?utm_source=rss&utm_medium=rss&utm_campaign=explore-royal-ontario-museums-new-virtual-tour Fri, 24 Nov 2023 10:05:50 +0000 http://blog.tlsrv.net/?p=8586 Behind the scenes at the museum

Established in 1914 in Toronto, the Royal Ontario Museum (ROM) exhibits global art, culture, and natural history. It’s one of North America’s leading cultural institutions, and Canada’s largest, most comprehensive museum. It is home to an unparalleled collection of 13 million pieces spanning art, cultural artifacts, and natural history treasures across its 40 galleries and exhibition spaces. ROM is also Canada’s foremost institute for field research.

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If you’d like to learn more about how you can create impactful, interactive content like this, schedule a free call with one of our transformation consultants.

In 2021 we showcased the fantastic Great Whales Virtual Exhibition in the case study ROM’s Virtual Tours Solve Access Issues. In the wake of this project, and incorporating feedback from users of that virtual tour, ROM’s Coordinator of Digital Content and Experiences Sarah Elliott and her colleagues have created another exemplary virtual museum tour with ThingLink: Sustainable Style. You can explore the entire virtual tour below. Click on the fullscreen icon bottom far right to view it fullscreen!

A truly virtual museum tour

The Sustainable Style virtual tour fulfils three main purposes. Firstly, it was made to create a virtual climate change “gallery” of objects throughout the museum. Simultaneously it preserves and archives in digital format a temporary climate change art installation in the museum – Noelle Hamlyn:Lifers. Thirdly, it also serves as the knowledge base for a number of educational activities that the museum are developing.

Sustainable Style can therefore be considered a truly “virtual exhibition” as it groups together otherwise distinct displays, and both permanent and temporary exhibits.

Addresses diverse learning needs

Sarah and her colleagues have designed the tour format and navigation based on the previous virtual tour user feedback, in particular to address more comprehensively the diverse learning needs of the museum’s audiences. The tour now includes more ways to navigate around the featured areas depending on your preference. They also updated and expanded their “how to use” video which was a very popular feature of their Great Whales tour. This is shown below and is a must-watch for all virtual tour creators!

“We are really confident that this tour addresses more of the diverse learning needs of our audience.”

Sarah Elliott, Coordinator of Digital Content and Experiences, ROM

Thanks to Royal Ontario Museum for allowing us to share this fantastic case study. 

How you can blend physical and digital spaces in a virtual tour or exhibition

Technology has paved the way for blends of digital and traditional museum experiences, in almost limitless variations. Forefront of these innovations is the emergence of the virtual museum concept. As this example from ROM shows, the concept isn’t just an online exhibit that mimics the physical spaces; it’s an enhanced, mixed reality user experience that bridges geographical and physical gaps. And ThingLink is one of the easiest-to-use tools that is transforming the way that museum educators and content producers create and share virtual museum tours.

You can fully customize ThingLink content and format to suit the unique requirements of each virtual museum tour. You can include multimedia elements such as videos, 3D models, forms, quizzes, embeds, links and audio in your tags. Why not provide visitors with videos of artists discussing their creations or 3D models that allow a 360-degree view of sculptures? The blending of various media forms enriches the online museum experience, making it more immersive than ever.

The museum with no walls: share anywhere!

ThingLink content can be embedded seamlessly into web pages using HTML – just click “share” and the link is instantly generated for you. This ensures that museum exhibitions can be easily integrated into any website, blog post, or even shared on social media platforms. That way your content can reach wider audiences faster and more efficiently. You can also share in virtual reality mode easily for sharing to VR headsets.

Enhancing accessibility for all

Virtual gallery and museum tours, by their nature, already bridge some of the accessibility gaps of a physical museum. ThingLink’s functionality is designed with inclusivity in mind, with Microsoft Immersive Reader built in to every text and media tag, and a web view accessibility link available for every ThingLink scene you create.

Start creating today

ThingLink is the easiest virtual tour creator available and can be learnt in minutes. No coding or design experience required. Get started today with a free trial account.

Explore more examples of Virtual Museum Tours and Experiences in ThingLink

  • Vermont Art Online showcases artworks from the entire state in their virtual exhibition design

More inspiration this way

Join our active groups and communities on social media for more inspiration:

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KAESER’s 360 Virtual Tours Provide a Unique Way for Customers to Explore Products Remotely https://www.thinglink.com/blog/kaesers-360-virtual-tours-provide-a-unique-way-for-customers-to-explore-products-remotely/?utm_source=rss&utm_medium=rss&utm_campaign=kaesers-360-virtual-tours-provide-a-unique-way-for-customers-to-explore-products-remotely Wed, 15 Nov 2023 09:55:40 +0000 http://blog.tlsrv.net/?p=8847 About KAESER

KAESER Compressors is one of the world’s leading manufacturers and providers of compressed air products and services. They manufacture compressed  air system solutions for customers worldwide, across a number of different industries. 

KAESER’s challenge

When there are space, environmental, or time constraints, KAESER offers air systems in weatherproof enclosures, which are built at KAESER’s main US facility site and then transported to the customer’s location. The enclosures are complete systems which may contain compressors, blower packages, boosters, or vacuum packages. In addition, each enclosure comes equipped with piping, ducting, controllers, ventilation systems, and other features. Because of the scale and customization abilities of KAESER enclosures, they found that customers had a hard time visualising the end product.

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Solution: 360 virtual view inside the product

To help their customers more easily visualise the complete set up of an enclosure, KAESER turned to ThingLink. They now create 360 visuals in ThingLink of every unique enclosure that they build, and in total over the last 3 years have created around 30 unique visualisations this way. Further information by way of text, images and videos, as well as links to more detailed information and specifications is contained within the clickable pop-up hotspots or tags. 

KAESER sends or presents these to the customer to give a realistic representation of how the components  within it work together, and to showcase  the quality engineering of the system. The 360s can be shared either directly with customers via a link through email, or shown in more detail by the local sales rep on laptops, tablets or any other mobile device. 

The version above shows a custom instrument air package used in advanced pharmaceutical research.

Multi-purpose virtual visits

In addition to using these as a sales tool, KAESER uses them for two other main purposes:

  1. For training sales staff off-site, who haven’t had an opportunity to view enclosure builds at the US headquarters. 
  2. For trade show displays and events to demonstrate the customizable solutions KAESER offers. Sales teams report that visitors enjoy engaging with the interactive content.

A powerful social media marketing tool

A selection of the 360s are also embedded in their website and shared on social media. From a marketing perspective, KAESER finds that the ThingLink content they share usually gets higher engagement than a static image post. 

“ThingLink has been a great tool because our products aren’t available for prospects to view in person, outside of trade shows. The content is easy to create, and easy to use.”

KAESER

Kaeser has also recently created 360s of the interior of the compressors themselves. These are used as training tools for sales staff, and to show features of the machines to their customers.

How ThingLink has provided the ideal solution

For a product so large, when there is simply no easy way for the customer to view it in person, 360 tours provide immersive experiences for solutions that most customers have never seen, considered or imagined. The interactivity of the material also makes it a useful tool for engaging potential new customers, via a number of different channels. For a complex product with a number of different possible configurations, ThingLink provides an accessible way to explain key elements efficiently. 

Further reading

You may be interested in these additional case studies which showcase more virtual tour examples where ThingLink provides easy-to-use virtual solutions for companies and organisations whose customers or other users can’t visit a site in-person.

Need help to create your own tour?

  • Go to our YouTube channel for easy-to-follow tutorials and webinar recordings!

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For FAQs and advice from our experts, go to our helpful Support pages.

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Titanic Uncovered: A Unique Virtual Escape Room for Students https://www.thinglink.com/blog/titanic-uncovered-a-unique-virtual-escape-room-for-students/?utm_source=rss&utm_medium=rss&utm_campaign=titanic-uncovered-a-unique-virtual-escape-room-for-students Fri, 03 Nov 2023 17:46:19 +0000 http://blog.tlsrv.net/?p=8813
Educator Dwitney Bethel has created an incredible digital escape room using ThingLink’s Scenario Builder, set during the tragic maiden voyage of the Titanic in 1912. Atmospheric, challenging, educational – and most importantly brilliant fun – this is a stellar example of the type of immersive learning content that you can now create with Scenario Builder.

Step aboard to learn more!

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Background to the project

Dwitney is an educator who specialises in the creation of escape room games, digital scavenger hunts, murder mystery and team building games. Her company Urban Escapade hosts the experiences for groups of friends and colleagues, but she is also an online educator on the worldwide home education platform Outschool. Dwitney holds a Bachelor of Honours in History and Development Studies, an M.A. in Public History, and an M.A. in Globalization Studies. With this background in history and a love of all things historical, many of her games and experiences feature a historical setting.

Dwitney started teaching via Outschool shortly before the pandemic, when very few people were offering online escape rooms. She saw an example of a ThingLink escape room on Teachers Pay Teachers, themed around on Charles Dicken’s A Christmas Carol, and realised it had everything her team needed.

Dwitney’s OutSchool classes that she then launched using ThingLink were doing so well, that she launched her online game business full time, creating content using ThingLink.

“When we did ThingLink for the first time it just took off! I had done collaborations with colleges and universities and corporate events, creating team building games and murder mystery events and that kind of thing using it. So just grew and grew. Over the course of the pandemic we created 15 to 16 different projects.”

Dwitney Bethel, Urban Escapade

How this escape room was created

Dwitney had an initial concept of an escape room based on the Titanic, having recently watched a documentary about the ship. She realized that the ship would work well as the location of an escape room experience given the different areas that the users could move through – the deck, first, second and third class and so on. She was keen to create a new approach to exploring the ship and the events leading up to the sinking for students who would have seen the Titanic movie, as well as multiple CGI reproductions of the ship.

A history mystery escape room

Creating a “history mystery” seemed like a great way to allow students to explore the content with fresh eyes and in a more interactive and nuanced way. At all times Dwitney and her team have kept as faithful as possible to the design of the period and reflect in each “class” of the ship the realistic items that might have appeared there.

The escape room has weaved together historical fact with a fictional storyline that is engaging and exciting, as Dwitney puts it “a thin line of fact and fiction, which doesn’t go too much outside of the realm of possibility.” Dwitney’s team introduced a fictional “saboteur” character – which avoided the potential difficulty of the students having to assign blame for the tragedy on one of the real individuals involved. It was also very important to Dwitney and her team that they respect the real event and the people that lost their lives.

Teaching analytical skills in ThingLink

The escape room demonstrates to students the importance of assessing evidence in an objective way. Dwitney wanted to show how evidence could be manipulated, and landed on the idea of a faked weather report. Students go through a simulation of one day during the voyage to explore witness statements, transmissions, newspapers and other primary source documents. Every piece of evidence is found by exploring the tags throughout the scenes, which may contain images, text, music or videos. Whilst working through the puzzles, additional help and support is provided by an animated AI assistant who provides additional evidence that he has “discovered”.

Scenario Builder: Perfect tool for creating multi-linear learning

Whilst working on the renders, Dwitney heard about ThingLink’s new Scenario Builder tool. She had been keen to add some sort of timer to her games but this wasn’t possible using the main ThingLink editor. Having explored what Scenario Builder was capable of creating, Dwitney realised that the format would provide the ideal way for students to explore the ship their way, without being told where to go next. They can move between floors in a “choose your own adventure” way, using multi-linear paths and using their reasoning skills to deduct where they should go next. A wrong decision has consequences, such as not being able to reach the lifeboats in time.

“We decided; let’s fictionalise the mystery part of it, but do it in a way where they can still go through the historical accounts. We wanted to do a mix of puzzles as well as trivia questions as well as just exploring stuff. So we added videos and clips and a lot of multimedia – to make it innovative and fun.”

Dwitney Bethel, Urban Escapade

Designing the graphic elements of the escape room

Dwitney works remotely with an architectural designer who creates the 360 renders using Sketchup, although a similar 360 scene could be created easily using Skybox. The AI assistant was created very simply using Canva, with a video on a loop and an audio file added which Dwitney had created using a text-to-speech converter. She also used Canva for creating much of the imagery and pieces of evidence.

How do students use this escape room?

Students work through the escape game tutorials either in groups or individually, with Dwitney on screen to help them if they get stuck at any point! Depending on the age of the students, she sometimes also provides background information, instructions or evidence before the game starts, for students to read up on.

When completing the challenge in a group, one student might write down all the evidence the group finds. They then discuss which floor to visit next and decide as a group the course of action. Dwitney helps them through as a guide when required, and asks them to name their top two suspects. The students then discover if they were correct!

What do students think of the escape room?

Dwitney has received excellent feedback from both students and their parents for this latest escape room. This has led to students and parents requesting more escape room lessons from Dwitney on Outschool.

“This is the most fun we’ve ever had we can’t wait to do more!”

Student feedback

Students respond that they enjoy controlling the direction of the experience and being responsible for their decisions, rather than being told where to go and what to do next. Dwitney has taught students from Indonesia, Australia, New Zealand, Malaysia, the UK and will often be given requests for the theme of a new escape room.

“The kids will always give me ideas for the next one. They may ask for one themed around their favorite TV shows or they might say that they enjoy fantasy stuff or sci-fi. So I’m always trying to think of new themes and coming up with something different.”

Dwitney Bethel, Urban Escapade

Why do escape rooms make such excellent teaching resources?

Escape rooms work so well from a pedagogy point of view because they teach so much more than the subject material contained within them! Integral to every escape room are problem-solving skills and reasoning, as well as working under pressure if you use a timer. However, use them as virtual team activities, and you add a whole other level of soft skills such as teamwork, co-operation and group decision making.

For a great use of this in action, see our case study on the medical escape room created by Dr Abhi Jones for remote teams of students at the University of Central Lancashire. Whilst team building activities were not in fact the main remit of the challenge, the qualitative feedback from students was that it was an invaluable exercise for improving communication, delegation, operating as a team under stress and looking after other team members.

Benefits of creating a virtual escape room

Unlike a physical escape room, where there are certain limitations to the setting, a virtual breakout room is only limited by your imagination, creativity or graphic design skills and platforms available to you and your team. You can therefore create an epic or fantastical setting, or one steeped in a specific historical era or location. Perhaps a Harry Potter themed escape from Hogwarts for younger students? Or one based on a favourite movie, TV or book series for older students? You can now create limitless fantasy worlds in immersive 360 for your ThingLink escape rooms and other games with our Skybox integration!

Create your own virtual escape room

Escape rooms are so simple to create with ThingLink – and you can choose whether to use Scenario Builder as Dwitney did, or simply to use the ThingLink main editor.

Creating Escape Rooms in the main ThingLink editor

Here is an example below of how you can create one this way. We have used maths riddles in all our rooms, which we have themed to match each room or space. But the questions and content could be on any subject. Simply add a Transit Tag – and turn “Conditional Transition” on. Only by entering the correct answer can the user “escape” to the next room in sequence. They keep moving through rooms, areas or scenes, having to answer questions in the tags each time, until they reach the final room and escape. You can add clues in tags in each room as they go which they need to escape each individual room, as well as for the final challenge in the last room in the sequence.

Creating Escape Rooms in ThingLink’s Scenario Builder

The difference between creating escape rooms in the main ThingLink editor and in Scenario Builder is that instead of one linear path that the user has to take from room to room, you can create multiple paths or consequences in Scenario Builder depending on the choice or response. A choose your own adventure game! You can also add the timer function to the entire game, or to individual sections with Scenario Builder.

“Because I can now use Scenario Builder, this is the first time that I could really go all out without constraint. This is probably the most excited I’ve ever been for a project because I had the Titanic theme on the back burner for a long time. Because until now we didn’t have the tools to do it the way that I actually wanted to do it.”

Dwitney Bethel, Urban Escapade

ThingLink: A responsive platform that adapts to user needs and feedback

I told ThingLink about the areas that I would have liked to change over the years. They’ve always kept me up to date with any changes and that’s how [my work] has been able to grow. So as ThingLink added different features, I did as well. And so it’s been a great tool and resource for me.”

Dwitney Bethel, Urban Escapade

If there is a feature or development you would like to suggest for ThingLink, please get in touch! Our team are always open to new ideas: in fact many of the new features that we have introduced over the last few years have been a direct result of our customer feedback and suggestions. We also love to see how you have been using ThingLink, so if you would like to be featured in a similar case study, do let us know!

More escape room ideas from our blog

Virtual team building activities and employee training games

Create your own scenario based learning with our new templates

Using ThingLink to develop virtual team building

A guide to creating amazing immersive learning resources

More inspiration this way!

Join our active groups and communities on social media for more inspiration:

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