Improving Children's Cultural Heritage Experience Using Game-based Learning at a Living Museum

被引:29
作者
Othman, Mohd Kamal [1 ]
Aman, Shaziti [1 ]
Anuar, Nurfarahani Norman [1 ]
Ahmad, Ikram [1 ]
机构
[1] Univ Malaysia Sarawak, Fac Cognit Sci & Human Dev, Sarawak, Malaysia
来源
ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE | 2021年 / 14卷 / 03期
关键词
Mobile Guide Application; aame-based; cultural heritage site; user experiences (UX); living museum; MOBILE GAME; ENGAGEMENT; DESIGN; IMPACT;
D O I
10.1145/3453073
中图分类号
C [社会科学总论];
学科分类号
03 ; 0303 ;
摘要
This empirical study was conducted to design, develop, and evaluate children's experiences with a game-based mobile guide (GBMG) application at Sarawak Cultural Village (SCV). The Interaction Design lifecycle model was used for the systematic development of the GBMG application. A total of 45 children took part in this study who were divided into two groups: a paper-based pamphlet and GBMG application group. The Museum Experience Scale were used to evaluate the overall experience with the GBMG application in this study. Results showed that the children in the mobile-based groups have a higher mean for the four dimensions of MES, although the difference is only significant for the emotional connection dimension. This study shows that the game-based mobile guide application did not significantly improve children's museum experience at SCV except for their emotional connection. Additional findings from the Heuristic Evaluation with six Human-Computer Interaction experts offered a deeper understanding of why the GBMG did not improve the children's visitor experience at SCV. The outcome of this study contributes to the research field of game-based mobile applications to enhance children's experiences at living museums with several issues raised for further research.
引用
收藏
页数:24
相关论文
共 110 条
[1]  
Aguirrezabal P., 2014, P VIRTUAL REALITY IN, DOI [10.1145/2617841.2617847, DOI 10.1145/2617841.2617847]
[2]  
[Anonymous], 2017, P INT C INT DIG STOR, DOI DOI 10.1007/978-3-319-71027-3_14
[3]  
[Anonymous], 2011, IPADS MUSEUMS SERVIN
[4]  
Arias-Espinoza P, 2018, 2018 CONGRESO INTERNACIONAL DE INNOVACION Y TENDENCIAS EN INGENIERIA (CONIITI)
[5]   Elements of Museum Mobile Augmented Reality for Engaging Hearing Impaired Visitors [J].
Baker, Esraa Jaffar ;
Abu Bakar, Juliana Aida ;
Zulkifli, Abdul Nasir .
2ND INTERNATIONAL CONFERENCE ON APPLIED SCIENCE AND TECHNOLOGY 2017 (ICAST'17), 2017, 1891
[6]  
Boiano S., 2012, Usability, design and content issues of mobile apps for cultural heritage promotion: The Malta culture guide experience
[7]  
Bossavit B, 2018, EDUC TECHNOL SOC, V21, P171
[8]  
Brown B, 2011, 29TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, P1657
[9]  
Brown J.S., 1989, Educational Researcher, V18, P32, DOI [DOI 10.3102/0013189X018001032, 10.3102/0013189X018001032]
[10]  
Cabrera JorgeSimarro., 2005, Proceedings of the 7th International Conference on Human Computer Interaction with Mobile Devices Services, P315, DOI DOI 10.1145/1085777.1085843