Tasks for a quest for high school students in the museum. Museum quest. Development of souvenir products

From 5 years
Cost: 1,500 rub. per group (up to 15 people) + tickets to the Museum (200 rubles per student), 1 accompanying person free of charge; Subscription for 3 classes - 3600 rub. + tickets to the Museum
Everything by appointment

At the museum you can participate in excursion-quest through the halls of the “Keepers of the Museum”, in the process answering interesting questions and completing assignments on the life and work of the artist, scientist and thinker Nicholas Roerich. On the game “Beyond the mountains, beyond the seas there is a wonderful country...” you can go in search of a country that is not on the map, but about which there are so many legends. Within project "Country of Culture" children can build their own country and come up with its laws. And in "India of Svyatoslav Roerich"- get acquainted with the customs of this country and participate in a master class on Indian dances.

"Cosmo-Quest" at the Multimedia Art Museum
From 5 years
Cost: 500 rub.
Until September 11, on Saturdays (except September 3)

As part of the Russian Space exhibition, the museum is holding a quest for children. You can not only see the famous Vostok lander Yu.A. Gagarin, models of an iron airship, rockets and a trumpet “for listening to the music of the spheres” made by Tsiolkovsky. In an exciting game-excursion, children complete tasks, finding themselves in the world of space and stars. Each work in the exhibition contains a secret or an encrypted code, which, if solved, can reveal the secrets of the Universe. In the final part of the quest, the children build a spaceship.

Historical quest “The Curse of Tsaritsyno”

From 12 years old with parents, from 14 years old alone
Cost: 2,700 rub. for a group of up to 5 people, tablets are provided free of charge (with a deposit)
Daily, by appointment

In Tsaritsyno Park you can take part in adventure quest on a tablet computer. The plot of the game is based on a real historical event - the construction of a luxurious palace in the village of Tsaritsyno, which Catherine II first entrusted to the court architect Bazhenov, and then demolished to the ground. The tablet contains everything you need for the investigation: old diaries with notes, photographs, maps and secret signs. Before the game, participants are also shown a film about a historical mystery.
The game lasts 2-3 hours, there is a leader. A tablet with the game can be obtained at the main entrance to Kolomenskoye Park.

Quests and games in Kolomenskoye
From 5 years
Cost: from 300 rub. per person
Tuesday - Sunday (each program has its own schedule), 10:00-17:00


At the Kolomenskoye Museum-Reserve, you can study history in an exciting game format by choosing one of the many game programs. For example, during travel games “In search of royal wisdom” participants will walk through the men's half of the Palace of Tsar Alexei Mikhailovich and unravel a saying encrypted in museum exhibits, invented by Tsar Alexei Mikhailovich. Museum quest “Lost Treasures” will help you independently learn the history of Kolomenskoye by studying the history of the Grand Duke and Tsar's court. A fantasy quest “The Scepter of King John” will help unravel the history of the 19th century: the Russian historian Professor Tikhomirov became interested in the strange fate of the scepter of Ivan the Terrible and, apparently, found out not only its location, but also revealed another secret related to it. The professor died tragically, but the diaries left behind with strange notes, drawings, and maps will help participants follow the professor’s path and uncover the secret of Ivan the Terrible’s scepter.
There are also quests in Lyublino and Izmailovo.

Quests and games at the Museum of Moscow


The associations of the Museum of Moscow have several options for quest leisure.

IN Museum of Archeology of Moscow You can participate in the role-playing game program “Playing in the Past.” It has different games. In Game “I am an archaeologist!” You can actually get acquainted with the science of archaeology, find out how archaeological excavations are carried out and what you need to take with you on an expedition, and take part in impromptu excavations. IN game “I am a mammoth hunter!”- get acquainted with living conditions in the Stone Age and learn how to make fire. There are also games “I am a craftsman!”, “I am a merchant!”.
From 5 years
Cost: from 350 rub./per person, subscriptions: from 1,200 rub./4 classes
Schedule: September to November, registration required

At the Museum Services Bureau of the Historical Museum, you can pick up a special guide, with which you can explore the exhibition on the first floor in the format of a quest. The essence of the game is this: an important word has been “lost” in the museum halls, the letters have scattered across different eras and are hidden in the names of exhibits. You need to travel back in time, complete tasks from the guidebook and find the lost word. At the end of the route, stop by the Internet room to check your answers and get a souvenir.

Krasnaya sq., 1

Quest “Mysteries of Ancient Moscow” 0+

The Museum of Moscow invites you to take part in an interesting quest and get acquainted with the history and everyday life of Moscow in the 12th-17th centuries. By answering questions, participants will travel back to antiquity, learn about the origins of the Slavs, the construction of fortresses, traditional crafts, folk games, trade and more. At the end of the game, participants will receive a pleasant surprise from the museum.

Zubovsky Blvd., 2

Quest “Myth” 0+

The Pushkin Museum invites you to get acquainted with the main characters of the myths of Ancient Greece in a playful way. Young participants will be asked to find images of ancient gods in the museum collection - Zeus, Athena, Hera, Aphrodite and others. During the quest, the children will hear the most famous myths and learn a lot about their main characters.

st. Volkhonka, 12

Quest “Know yourself - know the world” 0+

What sounds does the Madagascar cockroach make? Is it true that every person has his own anvil and hammer? The seeds of which tree became the prototype for helicopter blades? You can find answers to these and dozens of other questions in the interactive center of the Darwin Museum in quest format. Thanks to the latest technologies, children will plunge headlong into the secrets of nature, see the world from a bird's eye view, measure their strength with an elephant and listen to the beats of their own hearts.

Introduction.

One of the main directions in the development of modern additional education lies in solving the problem of personality-oriented education - an education in which the focus of the teacher’s attention should be on the student’s personality.

In gaming technology, the main idea and the basis for the effectiveness of the results are the means that activate the activities of students. In it, a didactic goal is set for students in the form of a game task, and educational material is used as its means. An element of competition is introduced into excursion activities, which transforms the didactic task into a game one. The game does not completely replace traditional forms and methods of museum pedagogy; it rationally complements them, allowing you to more effectively achieve the goal and objectives of a particular lesson and the entire excursion process. At the same time, the game increases students’ interest in historical concepts, stimulates the growth of cognitive activity, this allows students to receive and assimilate more information, contributes to the acquisition of skills in making natural decisions in a variety of situations, and forms the experience of moral choice. The game improves the relationship between its participants and teachers, since game interactions provide for informal communication and allow both to reveal their personal qualities, the best sides of their character; it increases the self-esteem of the participants in the game, since they also have the opportunity to move from words to action to test their abilities. The game changes the attitude of its participants to the surrounding reality, removes the fear of the unknown. It simultaneously places the student in several positions. The personality is simultaneously in two planes - real and conditional (game).

Specialists in active methods have different assessments of the effectiveness of games in mastering material. If during an excursion, using lecture presentation of the material, no more than 20% of the information is absorbed, then in a game - up to 90%, which is why the authors of various gaming methodological developments insist on their use. This is one of the reasons why a museum quest or another form of interactive lesson in a museum is more effective for the development of universal learning activities than a traditional excursion - lecture.

Conducting a game lesson in a museum is a pedagogical innovation of recent decades. Today this is a common practice: each museum creates its own excursion programs of an educational and playful nature for children, quests sometimes go beyond the buildings and cover urban space, including orientation elements. A modern teacher should not only include visiting museums in the educational process, but also be able to create quests himself in order to lead students to results that correspond to this stage of studying the history of their hometown, country, and significant events.

However, there is little methodological literature on creating museum quests as educational technologies. Basically, modern methodological developments are devoted to the description of web-quests. Based on this concept, let’s try to determine the main features of a museum quest.

Webquest as a learning technology- a problem task with elements of a role-playing game, for the implementation of which information resources of the Internet are used. The webquest was first used in 1995 by Bernie Dodge. A Web quest is a project in which all materials presented to students come from the Internet. The design of a webquest involves rational planning of students' time, focused not on searching for information, but on using it.

In this case we can determinemuseum quest as a project, in which the resource space is the museum. Why do web-quests stand out as an educational technology? To conduct a quest, you need an educational environment rich in information. Such a medium in web quests is the Internet. The museum quest also has this important quality - the presence of a rich information field.

The idea and general logic of the quest is for participants to overcome the quest route and at the same time gain new knowledge. The path of the route is initially unknown and participants need to gradually discover it. To do this, you need to solve riddles and find the necessary objects in the museum space. The found object contains a new riddle to solve, etc. Guessing sequentially moves participants along the path to the final point of the route, and incorrect solutions do not allow participants to move further until the correct answer appears. All quest tasks are thematic.

A museum quest is a great way to combine an interesting holiday with an educational process. For very young participants, a museum quest is a way to introduce a child to the world of museums. After all, an uninteresting, monotonous excursion can discourage a child from going to museums for a long time, and an excursion in the playful form of a museum quest will help you easily remember interesting facts. Mastering the play space and being in a free search, teenagers find sources of information, comprehend and process it, accumulating knowledge, learning to apply it in non-standard situations.

Algorithm for conducting a quest game

Stage I:

  1. Information and introduction to the game
  • determining the time to prepare for the game;
  • determining the number of participants;
  • determination of the venue.
  1. Creation of a Legend
  • formation of the text of the Legend (drawing up riddles, tasks).
  1. Familiarization of participants with the Legend from individual passages
  • completing the task - collecting individual passages into a single text.

Stage II:

Familiarization with the rules of the game and getting used to the environment

  • distribution of roles;
  • use of appropriate costumes and museum exhibits;
  • informing about search directions through hints (notes, problem solving, etc.).

Stage III:

Main part of the game

  • search for Key Item;
  • solving easy problems - hints by putting together puzzles, making drawings, composing a short text;
  • each successfully completed task is rewarded with notes - hints about the Key Subject;
  • compiling the received answers into a single whole - texts - tips;
  • message about the location of the Key Item.

Stage IV:

Control

  • creating obstacles to obtaining a Key Item;
  • setting control questions on mastering the material.

Stage V:

Final

  • summarizing the knowledge gained, summing up the results, rewarding the winners of the game.

Let's look at the stages of work on a project to create a quest using the example of a museum quest while studying the topic “Guerrilla movement of Makeyevka.”

  1. Choosing a theme and museum, setting goals and objectives.

Studying the topic “The partisan movement of Makeyevka in 1941-1945. Goal: to form an idea about Makeyevka in wartime, about the partisan movement, about young Makeyevka underground fighters. For clarity, you can organize a trip to the city local history museum and school museums in the city.

Expected result:

1) get acquainted with the history of your hometown through museum exhibits and historical documents; 2) realize the role of cultural and aesthetic values ​​in shaping the appearance of a Makeyevka resident; 3) realize the role of the Great Patriotic War for the residents of Makeyevka.

  1. Creating a quest.The teacher develops a system of tasks and questions and writes a quest script. The central task should be clear, interesting and feasible. The teacher must visit the museum in advance and think through the details of the route. It is important to indicate in which room the solution to the problem can be found (the room number can be encrypted in the form of a riddle, but it must be indicated, otherwise time will be wasted searching for the right room).
  2. Selection of resources. Where can I get riddles? The easiest option is to find riddles on the Internet, but you can compose them yourself - believe me, it’s not at all difficult, since they don’t have to correspond to poetic canons at all.
  3. Preparation for the implementation of the quest.Preparing students: reading the history of their hometown, getting acquainted with significant events and memorable dates. It is recommended to conduct a quest at the end of studying a topic, but be sure to leave one lesson for reflection. Before going to the museum, a conversation is held about the rules of behavior in public places, the rules of the game, the time, and the place of gathering are discussed. A team of 4-5 people, within which roles are distributed: a captain coordinating the team’s actions, ordinary seekers, a correspondent (who will then prepare a report on the completion of the quest for a reflection lesson). Materials are being prepared: maps, route sheets, instructions.

V. Conducting a quest.

Game - quest

"Partisan paths"

in the exemplary museum of military glory “About feat, about valor, about glory”

The game is designed for students in grades 7-9, the number of players is 5-6 people. The goal of the game is to find the key to the safe house of the underground partisans.

The first task is sent by email.

Task No. 1. In what year was Makeyevka liberated from the Nazi invaders? Substitute this number as an example, solve it and find out the number of the office in the city Palace of Children and Youth Creativity named after V.G. Dzharta, where the next task awaits you.

x+2y-2353=0

Task No. 2. The second task in the form of a riddle is attached to the museum door.

I'll let you into anyone's house,

If you knock, I'm glad to knock.

But I won’t forgive one thing -

If you don't give me your hand. (Door)

The guys enter the museum, look around, approach the Makeevka Underground Movement stand, meanwhile the guide begins to talk.

On October 22, Makeevka was occupied by fascist troops. Terrible times have begun. In the occupied territory, the Nazis abused civilians and prisoners of war. They massacred residents of cities and villages, sparing neither the old nor the young, subjected captured soldiers and officers, partisans, underground fighters, thousands of able-bodied citizens to inhuman torture, forced them to do hard labor in Germany, destroyed monuments of national culture, residential buildings, enterprises, plundered citizens' property and national values.

Despite the black death cloud hanging over the city, despite the occupiers’ attempts to turn Makeyevka residents into obedient, uncomplaining slaves, they failed to break them. The Nazis are enemies, and the enemy must be fought. And they fought. Back on July 18, 1941, the Central Committee of the All-Union Communist Party of Bolsheviks issued a resolution “On the organization of the struggle in the rear of German troops.” In accordance with it, 180 partisan detachments and sabotage groups were created in 37 districts of the Stalin region, including several of them in Makeyevka.

Partisans and underground fighters helped the front beat the fascists in any way they could. They organized the collapse of military trains, destroyed locomotives, wagons, cars, fascist soldiers and officers, tons of fuel, various aircraft devices, hundreds of artillery weapons, food, and contributed to the release of hundreds of prisoners of war from concentration camps. Thanks rDuring the work of the underground workers, leaflets with messages from the Sovinformburo appeared on the streets every now and then, with a call not to bow one’s head before the enemy, to do everything so that the earth burns under his feet. No, the city did not bow down, did not submit. He was simply temporarily occupied by the enemy.

The goal of our game today is to find the key to the partisan safe house. To do this, you have to complete several tasks, two of which you have successfully completed.

Task No. 3. In front of you are two glass shelves in which exhibits are stored. The partisans, in order to confuse the enemy, mixed up all the signs. To get the first fragment of the map, you need to place all the signs in their places.

After completing the task correctly, the guide gives the first fragment of the map (a photo of the museum printed on a sheet and divided into four parts) with the next task written on the back.

Task No. 4. You need to solve the riddle.

Unfold the sheet quickly -

There you will see a lot of lines,

In the lines - news from the whole world

What kind of leaf is this? (Newspaper)

The guys find a newspaper with the fifth task in it.

Task No. 5. From the letters highlighted in the newspaper, you need to make a word. (TV)

Behind the TV is the second fragment of the map and the sixth task.

Task No. 6. You need to solve the riddle.

I have legs, but I don’t walk,

I'm with my back, but I'm not lying down,

You sit down - and I stand. (Chair)

The guys look through all the chairs and find under one of them the third fragment of the map with the task.

Task No. 7. You need to solve the riddle.

Reveal your secrets

Ready for anyone

But you are from her

You won't hear a word. (Book)

In the book “History of the City of Makeyevka” the guys find the fourth fragment of the map with the final task.

Task No. 8. You have passed all the tests and are at the final point of the chain. You need to take a blank A4 sheet, a glue stick and a transparent file with a cross. You need to glue the map fragments onto a sheet of paper, put it in the file - and see where the key is.

After completing the task, the guys find the hidden key.

The Nazis believed that Donbass had been captured forever. Following the troops, representatives of German companies moved to the Donbass, wishing to include coal and metallurgical enterprises in their structure. But it soon became clear that this would not be easy. Residents of Donbass were supposed to become uncomplaining slaves of the fascist invaders. But they didn’t want to become one.

We didn’t even imagine that September 1943 would come. And he came. The cannonade of Soviet artillery could already be heard in the distance. Having broken through the Mius front, covering itself with glory during the assault on Saur-Mogila, the native army brought liberation to Donetsk cities and villages. Many Makeyevka boys, who became young men during the years of occupation, without waiting for the arrival of the liberators, made their way towards them in order to take part in the battles for their hometown with them.

After all, you and I are responsible for everything that happens here and today! The main thing to remember is that you are the heirs of the winners.

The guide thanks you for participating in the game and awards the team with a certificate of honor.

Conclusion

An excursion in the form of a quest is a unique combination of a game and an educational process, during which one gets acquainted with the features, historical facts and other basics of one’s hometown. Participants do not receive most of the information on the chosen topic from a guide in the form of a lecture, but rather obtain it on their own. Thus, the motivation of the participants increases; due to the competitive form of the game, excitement is added, which allows, along with the amazing views of the museum’s exhibitions, to get an unforgettable and vivid emotional experience from participating in a real detective story.

Thus, the use of a student-centered approach in museum classes makes it possible to develop and improve students’ individual cognitive strategies, providing a noticeable increase in learning efficiency. And the inclusion of a quest as an active gaming technology in the process has a positive effect on the intellectual, emotional and value spheres of children. Its use gives the teacher the opportunity to take an unconventional approach to extracurricular activities and transform the educational process - from a boring, monotonous one to a joyful one, willingly carried out.

Literature.


Quest is one of the new forms of museum work with an audience consisting of adults who lead an active lifestyle and are quite technically advanced. The article provides a detailed analysis of the experience of organizing a museum quest in the city. The experience has been tested and is ready for use...

Quest is one of the new forms of museum work with an audience consisting of adults who lead an active lifestyle and are quite technically advanced.

The article provides a detailed analysis of the experience of organizing a museum quest in the city. The experience has been tested and is ready for use.

Attention! New samples are available for download: ,

A modern museum is a cultural space that is open to a wide range of age audiences. Each of them requires a specific approach necessary for a clear, vivid, comprehensive presentation of the museum product.

If twenty years ago excursions and lectures were quite enough to work with both children and adults, then in the 1990s. There is an emerging understanding in the museum community that traditional forms of work are not enough to attract visitors.

Particular attention of museum workers was directed to children, since organized school groups are the main visitors of the museum, and it was for them that many were developed and implemented.

But offers for age categories remained meager and insufficient. Of course, the reasons why people aged 20-40 visit museums less often than children and teenagers can vary greatly - from the intense pace of life to the unattractiveness of the museum itself. Nevertheless, it was worth understanding what the museum can influence – the quality and originality of its own programs.

Thus, employees of the Ural State Military History Museum (hereinafter referred to as UGVIM) decided to develop a program that would be of interest to young people aged 18-30 years.

While everything was being developed for children's audiences, everything remained meager.

Museum quest in the city

Recently, quests have become very popular among socially and intellectually active young people as a way to spend their free time.

The word “quest” comes from the English quest – search. Initially, this word was used to name computer games from Sierra (Space Quest, King’s Quest, Police Quest, etc.), but later the name spread to an entire genre of computer games, the plot of which requires the player to solve intellectual problems.

Today the term is also used to refer to adventure games that take place in the "real world".

Stages for conducting a standard quest

  1. and the game area.
  2. Prepare puzzle tasks (riddles, rebuses, codes, etc.).
  3. They indicate the territory of the game - the zone within the boundaries of which the stages will be located.
  4. Prospective players declare their participation and most often pay fees.
  5. At the start, they receive game tasks.

Tasks can be issued in (as, for example, in the games “Running City” or “Starting Point”) or electronic format (“Fight”, “Watch”, etc., in this case Internet access is required).

  1. In order to receive the next task, players must get the correct answer to the previous one. Sometimes the rules of the game allow passing a stage with a penalty.
  2. The game can be linear or have several storylines, that is, it can involve a strategy for completing it.

In general, it comes down to completing all tasks as quickly and correctly as possible and reaching the finish line.

Territory for quests

It can be different: from a room to a whole city and even a region or region. In museums, as a rule, quests are held in the building of the institution itself or on the territory adjacent to it.

Thus, the term “quest” can be defined as a search and adventure game with orienteering elements.

When the quest territory is city space:

UGVIM employees decided to organize a quest in which the entire city of Yekaterinburg would become the game area.

To do this, it was necessary to perform the following sequence of actions.

  1. Determining the theme of the quest

The theme of the quest was the history of the Ural Volunteer Tank Corps (hereinafter referred to as UDTK). In 2013, the Sverdlovsk region widely celebrated the 70th anniversary of the creation of this illustrious connection. The Ministry of Culture of the Sverdlovsk Region has planned many events related to this date.

In particular, the application of UGVIM for holding the quest “Tanks in the City!”, dedicated to the 70th anniversary of UDTK, was approved.

The application included

  • content and justification of the project;
  • calendar plan for its implementation;
  • estimate for consumables;
  • advertising in the media;
  • souvenirs;
  • prizes for participants.

The quest passed a competitive selection and received funding (Appendix 1).

  1. Event date

The date for the quest was Youth Day, which is traditionally celebrated at the end of June, but the team began work on preparation immediately after the application was approved - in February 2013.

  1. Composition of the organizing team

The working group consisted of three people, but other museum specialists were also involved in consultations: a system administrator, a designer, a lawyer, an accountant.

  1. Distribution of duties

  • Preparations for the quest were carried out in two main directions: script development and an advertising campaign in the media.
  • Select objects and encrypt them.
  • UGVIM researchers have been studying the history of the Ural Volunteer Tank Corps since 2009 and during this time they have become acquainted with all the memorable places in Yekaterinburg that are associated with the history of UDTK and the contribution of the Urals to the victory in the Great Patriotic War.
  • The working group selected ten objects that became control points (hereinafter referred to as CP) of the game.
  • The teams' task was to use their knowledge of the history of the city and the tank corps to decipher the intellectual tasks and identify the hidden places in which the task had to be completed.

When selecting objects, employees were guided by their historical importance and convenient geographical location for the route. Each CP was presented in the form of a task, which the museum employee, a professional poet, translated into poetic form.

For example, one of the hidden objects is a monument to Marshal G.K. Zhukov was encrypted as follows:

“Now you need to find that place,

Where is our commander who is marked

Four times the highest award,

Immortalized there in metal and stone.

He is with a friend who is wearing horseshoes, with a girth...

Make people happy with your answer,

And how much, tell us, does a faithful friend have

Are there nails in the left front horseshoe?

The answer to the task was the number 6 - exactly the number of nails in the left front horseshoe.

The building of the Pedagogical University, in which the UDTK headquarters was located during the Great Patriotic War, was encrypted as follows:

“There is a tree branch on that house,

Where students study

To teach children later,

And before those apartments

The tankers were given

During the hard times of war.

Opposite is a pizzeria building,

And the street has a name

In honor of a foreign person,

A fighter for the revolution.

What kind of branch is there on that house?

Answer, we are waiting impatiently.”

To decipher the task, it was necessary to remember the street named after the German revolutionary Karl Liebknecht, the pizzeria and the building of the pedagogical university on it; find a memorial plaque on the facade of the university dedicated to UDTK with an image of a branch. Having compared these facts, the participants only had to make sure that the branch was oak.

  • Determine the sequence of tasks. The working group compiled 20 routes for 20 teams. They were developed in such a way that participants would not collide with each other at checkpoints, and the routes themselves would be convenient for moving around the city.
  • Bring information about the game to city residents.

To carry out the advertising campaign, an agreement was concluded with a specialized company, which undertook advertising support for the event, including the production of materials announcing the event, their placement on various media, as well as the production of souvenirs.

This turned out to be the most effective, as it freed the museum from the need to work separately with different organizations, and made it possible to obtain a ready-made complex product, made in a single stylistic solution.

  1. Ways to attract the audience to complete the quest (event advertising)

  • a video for city multi-video screens in the city center, which was broadcast for 7 days on two screens once every 10 minutes a week before the quest;
  • an audio clip on one of the music radio channels, which was broadcast 6 times a day for 10 days two weeks before the event;
  • leaflets about the event in A3 format in the amount of 30 pieces. and A4 in the amount of 100 units. Leaflets were distributed independently by museum employees to universities, cafes, theaters, and museums;
  • a flash banner on one of the city’s entertainment Internet portals with 200 thousand impressions in two weeks;
  • news review of the event on the main page of the same website 10 days before the game;
  • an outdoor banner placed on the museum grounds.
  1. Development of souvenir products

A logical continuation of the campaign was the development of souvenir products, which can be considered the optimal advertising method that works to create a positive image of the museum. Souvenir flash cards, bags, pens, badges, magnets were made using the event logo and UDTK symbols.

  • Also, museum employees independently posted advertising information on the museum’s website and in museum groups on social networks, where potential participants could ask questions and receive additional information.
  1. How to become a quest participant (coordinator responsibilities)

  • Having received all the necessary information, those wishing to take part in the quest had to assemble a team and register by phone.
  • Each team was assigned a coordinator from among the museum staff. He communicated with the team via the Internet, sent tasks and received answers.
  • The team had to identify a control point and send a message to the coordinator with its name.
  • When the coordinator received the correct answer, the team was sent the following task (Appendix 2).

A week before the start of the quest, 16 teams (70 people) submitted applications for participation, which were distributed among four coordinators.

A method of communication with them during the game was determined - ICQ and Skype instant messengers or a client of the Vkontakte social network.

  1. Preparation of necessary documents

In parallel with the preparation of the quest, documentation was created:

  • order from the director to conduct the quest “Tanks in the city!” (Appendix 3);
  • minutes of the meeting of the commission to sum up the results of the quest;
  • participant registration sheet;
  • quest rules;
  • quest conditions.

The most labor-intensive work was drawing up the rules for the quest. It was necessary to think through all sorts of non-standard, force majeure situations that could happen to the participants, and ways to solve them. “Rules of the quest” and a short excerpt from them - “Terms of the quest” were posted on the museum website and in museum groups on social networks.

  1. Prize fund

Two months before the quest, work was carried out to prepare the prize fund.

Valuable gifts were provided for the first three winning teams:

  • tablet computers;
  • electronic devices for reading books;
  • portable hard drives.

The working group selected equipment models, drew up an estimate and entered into an agreement with an electronics store.

Particular attention was paid to the issue of the cost of gifts.

According to paragraph 1 of Art. 210 of the Tax Code of the Russian Federation, all prizes and gifts received by an individual are subject to personal income tax (NDFL) in the generally established manner.

Accordingly, winners would have to pay tax on the prizes received. However, paragraph 28 of Art. 217 of the Tax Code of the Russian Federation provides for exemption from personal income tax for income not exceeding 4,000 rubles. Therefore, goods whose cost did not exceed this amount were purchased as prizes for the winners of the quest.

A surprising fact for the organizers were the statements of many players who, after the quest, noted that valuable prizes were not an incentive for their participation in the game. They saw the main goal in the game itself, adventure, “drive,” and the pleasure of searching.

  1. Carrying out the game

On June 29, 2013 at 10:00 am, players were registered and routes were drawn. Here the participants met their coordinators, received a package with “Quest Conditions”, historical information about UDTK and souvenirs.

At 11:00 the teams simultaneously received envelopes with the first task and the game began.

For each coordinator, a workplace was prepared with Internet access and a route script for the teams entrusted to him.

The coordinators received the first result of completing the route within 2 hours, the last – 7 hours after the start of the game.

  1. Fixation of the publication of the results of the quest in the museum

Upon completion of the routes completed by all teams, the commission summed up the results of the game, determined the winners and recorded the results in the appropriate protocol.

The results were published on the museum’s website and in museum groups on social networks.

  1. Summing up and presenting prizes

The next day, June 30, a solemn summing up of the results of the quest “Tanks in the City!” took place in the cinema-lecture hall of the Airborne Forces Museum. and awarding the winners. A program was prepared for the guests, where the winning teams were given gifts, and all players were given flash cards with the symbols of the quest. Also, the participants of the game were given a small concert of a military-patriotic song and a sightseeing tour of the museum. As they said goodbye, the players asked whether the museum would hold more quests and expressed a desire to participate in them. This is confirmed by the reviews left on one of the social networks in the “Airborne Forces Museum” group.

  1. Results of the quest and troubleshooting

Despite many positive reviews, the working group noted a number of shortcomings in organizing the museum quest:

  • the simplicity of some of the tasks;
  • insufficiently strict control of visits to the control center;
  • a small number of objects.

Thus, it can be argued that such a form of work as a quest can be in demand and relevant for the museum.

Despite the fact that this was the first experience for UGVIM, it turned out to be successful and useful. Thanks to the interactive, modern form of the museum event, an audience was attracted that was not included in the category of “typical” museum visitors, which contributed to the creation of a favorable image of UGVIM among urban youth.

In addition, the museum for the first time gained experience in advertising on multi-video screens, entertainment Internet portals and FM radio stations. The appearance of video, photographic materials, and comments from participants about the event on the Internet is an investment in the further promotion of the museum in the information space.

It can be assumed that the organization of museum quests is a promising area of ​​activity that should be developed. Tested quest “Tanks in the city!” included in the permanent list of museum services as a weekend leisure activity.

Annex 1

Estimate for the project “Quest “Tanks in the City!”

No.

expenditures

Regional budget, thousand rubles.

Extra-budgetary funds of the museum, thousand rubles.

Total, thousand rubles

Production of souvenirs (bags, pens, flash cards with UDTK symbols) for each participant

Purchase of consumables: photo paper for printing waybills and additional information for quest participants.

Purchase of a tablet computer for mobile coordination of quest participants (it is assumed that participants will receive answers and tasks via the Internet)

Purchasing prizes for quest winners. Based on the results of the game, three winning teams will be determined (teams are made up of 5 people): 5 tablet computers, 5 electronic devices for reading books, 5 portable hard drives

Appendix 2

Conditions of the quest “Tanks in the city!”

Search and adventure quest game “Tanks in the city!” will take place on June 29, 2013, from 10:00 to 21:00. The quest will be conducted through memorable places in the city of Yekaterinburg related to the history of the Ural Volunteer Tank Corps, which turned 70 this year.

  1. Those wishing to take part in the quest must assemble a team (from 3 to 5 people). The number of teams is limited! Persons over 18 years of age and children over 12 years of age accompanied by their parents are allowed to participate in the quest.
  2. Registration for participation in the quest by phone 246-82-35 (Winged Guard Airborne Museum - branch of UGVIM) from May 13 to June 27, 2013, from 10:00 to 17:00. The team must familiarize themselves with the full rules of the quest “Tanks in the City!” on the website of the Airborne Forces Museum (www.museumvdv.ru) or in the Airborne Forces Museum group on Vkontakte.
  3. On June 29, the team must come from 10:00 to 11:00 at the Winged Guard Airborne Museum, st. Krylova, 2 “a” and register. Each team must indicate the full name of each team member on the record sheet. To participate in the quest, the team must pay a fee of 100 rubles for each team member. If you refuse to participate, please notify the quest organizers in advance.
  4. The quest will be held according to the “question-answer” principle. After registration at 11:00, each team receives from its coordinator the first question about the location of the control point (hereinafter referred to as the CP) and the task. The team determines the CP and sends a message with its name to the coordinator via the Internet. Upon receiving the answer from the coordinator: “That’s right,” the team goes to the control point and completes the task there. In case of incorrect determination of the control point, the coordinator sends hint No. 1. In the case of the next incorrect determination of the control point, hint number 2 is sent. If the team cannot determine the control point after two hints received, the coordinator sends a message indicating the control point. In this case, the team stops fighting for victory, but can continue the quest. For each hint, the team is awarded a penalty time equal to an additional 30 minutes to the total time for completing the route. (For example, if a team's total time to complete a route is 5 hours, then using two hints will add 1 hour to that time. Thus, the total time will be 6 hours.) At the control point, the team completes the task and sends a response to the coordinator. When the coordinator receives the correct answer, the team receives the next task. When receiving an incorrect response from the command, the coordinator sends the message: “Error”. In this case, the team can submit answer options an unlimited number of times.
  5. Each team must have a device with wireless access (not wi-fi) to ICQ/Skype/VKontakte/Odnoklassniki, through which the coordinator will send tasks, tips and receive answers. In emergency cases, participants can contact the coordinator by phone.
  6. The duration of the quest is about 5-6 hours. Teams can use both public and private transport. Competitors must understand that favoring one mode of transport over another may give the team an advantage in time to complete the route.
  7. For the team, the quest ends with sending the last correct answer to the coordinator and receiving a message from him with the text: “End of the game,” but answers are accepted only until 21:00 on June 29. Summing up the results of the quest will take place on June 30, 2013 at 15:00 at the Winged Guard Airborne Forces Museum. The results of the quest are published 48 hours after the end of the game on the museum’s website and in museum groups on social networks.
  8. Souvenirs and gifts are provided for all quest participants. The teams that take first, second and third place will receive tablet computers, electronic book readers and portable hard drives as gifts, respectively.
  9. The team that completes all tasks in the shortest time is declared the winning team. The shortest time is determined by the time the last correct answer was received and taking into account the penalty time (if any). Second place goes to the team that completes the task faster than other teams, but later than the winning team. Third place goes to the team that completed the task faster than other teams, but later than the winning team and the team that took second place.

Appendix 3

Order to conduct a quest

Russian Federation

MINISTRY OF CULTURE OF THE SVERDLOVSK REGION

Ural State Military History Museum

"___" June 2013

Yekaterinburg city

About the quest “Tanks in the city!”

On June 29 and 30, 2013, the Ural State Military History Museum will conduct the quest “Tanks in the City!”, dedicated to the 70th anniversary of the Ural Volunteer Tank Corps,” in this regard

I ORDER:

  1. Set the date for the quest “Tanks in the City!” ̶ June 29, 2013. Time: from 10:00 to 21:00.
  2. Set a date for summing up the results of the quest “Tanks in the City!” ̶ June 30, 2013. Start of the event dedicated to summing up the results of the quest, ̶ 15:00 at the Airborne Forces Museum “Winged Guard”.
  3. No more than 20 teams (from 3 to 5 people), but no more than 100 participants, take part in the quest.
  4. Carry out the quest in accordance with the approved scenario.
  5. During the quest “Tanks in the city!” do not receive visitors in the museum.
  6. Determine the cost of the contribution for each quest participant: 100 rubles. Payment is made on the day of the quest, June 29, 2013, during registration from 10:00 to 11:00 at the Winged Guard Airborne Museum.
  7. Appoint a commission to sum up the results of the quest and determine the winners, consisting of: Kerimova V.I., Sosnovskaya E.V., Lepalovskaya V.A., Shakhnovich A.I., Sidorova A.A.
  8. Assign responsibility:
  • Lepalovskaya V.A., Sosnovskaya E.V. – for general preparation and conduct of the quest;
  • Chernoshtanov I.P. – for accepting payment;
  • Lepalovskaya V.A., Sosnovskaya E.V., Sidorov A.A., Nazarychev M.N., Shakhnovich A.I. – for coordinating participants during the quest;
  • Lepalovskaya V.A., Sosnovskaya E.V., Lobanova V.V., Sidorova A.A. – for preparing and holding the summing up ceremony and concert for the quest participants;
  • Lyndina I.A. – for photographic recording of the event;
  • Rusakov L.I. – for the sale of tickets;
  • Sidorov A.A. – for the preparation of equipment;
  • Kabirov V.V. – for the readiness of the premises and the serviceability of electrical equipment; for fire safety;
  • Kerimov V.I. – for general management of the quest.

Material prepared:

  1. The order must be communicated to all responsible employees.
  2. I reserve control over the execution of the order.

General Director S.V. Voroshnin

  1. V.A. Lepalovskaya, chief researcher at the Department of Military History of the Urals, Ural State Military History Museum (UGVIM).
  2. E.V. Sosnovskaya, chief custodian of the UGVIM.

(K2Splitter) An open system for creating personalized museum games and quests. Allows museum workers to independently create and publish game and quest scenarios for visitors. Can be used both inside the museum building and outside. The system includes an administrative module for editing and creating new game scenarios and a group of mobile applications that provide a user interface with the game. The application contains links to examples of mobile and web applications for various groups of tourists. Game "Local History Orienteering" https://play.google.com/store/apps/details?id=org.fruct.karmus2 Game "Secrets of Museum Objects" https://play.google.com/store/apps/details? id=org.suai.karmus6 Museum quest https://play.google.com/store/apps/details?id=org.suai.karmus8 Online game "Attractions on the map" http://openkarelia.org/games/constructor_game Online game "One Word" http://openkarelia.org/games/4pictures1word

(K2Splitter) An open system for creating personalized museum games and quests. Allows museum workers to independently create and publish game and quest scenarios for visitors. Can be used both inside the museum building and outside. The system includes an administrative module for editing and creating new game scenarios and a group of mobile applications that provide a user interface with the game. The application contains links to examples of mobile and web applications for various groups of tourists. Game "Local History Orienteering" https://play.google.com/store/apps/details?id=org.fruct.karmus2 Game "Secrets of Museum Objects" https://play.google.com/store/apps/details? id=org.suai.karmus6 Museum quest https://play.google.com/store/apps/details?id=org.suai.karmus8 Online game "Attractions on the map" http://openkarelia.org/games/constructor_game Online game "One Word" http://openkarelia.org/games/4pictures1word

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An open system for creating personalized museum games and quests. Allows museum workers to independently create and publish game and quest scenarios for visitors. Can be used both inside the museum building and outside. The system includes an administrative module for editing and creating new game scenarios and a group of mobile applications that provide a user interface with the game. The application contains links to examples of mobile and web applications for various groups of tourists.

Game "Local Orienteering" https://play.google.com/store/apps/details?id=org.fruct.karmus2

Game "Secrets of Museum Objects" https://play.google.com/store/apps/details?id=org.suai.karmus6

Online game "Attractions on the map" http://openkarelia.org/games/constructor_game

Authors' team:
Alexandrov Alexey Vitalievich - service design. Balandin Sergey Igorevich - development of service architecture. Balandina Ekaterina Alekseevna - programming. Vasiliev Andrey Mikhailovich - programming. Zharinov Roman Feliksovich - programming. Morozov Alexey Borisovich - idea, scripts “In a word” and “Attractions on the map.” Petrova Natalya Yuryevna - idea, scenarios of museum games “The Mystery of Museum Objects” and “Museum Quest”. Paramonov Ilya Vyacheslavovich - programming. Trifonova Yulia Viktorovna - visual design of the service.

Year of release of the program: 2014