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Designing for cultural learning and reflection using IoT serious game approach
Personal and Ubiquitous Computing Pub Date : 2020-11-18 , DOI: 10.1007/s00779-020-01482-4
Hai Huang , Kher Hui Ng

Previous studies have highlighted the difficulty that designers face in designing interactive systems that will help visitors learn and reflect upon cultural issues in support of museums’ new roles of shaping cultural identify and community building. In this paper, we report a study to explore the potential of Internet of things (IoT) serious games to support cultural learning and reflection by incorporating five IoT-mediated interactive exhibits—an online trading game, an interactive grinder and Goldsmith simulators, a lantern design and a virtual house decoration station. We present design goals to meet the aim and evaluate our approach through a museum study. The results show significant learning gains from pre-test to post-test, and our interview analyses indicate some evidence of participants engaging in all levels of reflection. From our findings, we discuss the design goals and recommend design guidelines for future IoT serious games to support reflective learning in museums.



中文翻译:

使用物联网严肃游戏方法进行文化学习和反思设计

先前的研究强调了设计师在设计交互系统时面临的困难,该系统将帮助游客学习和反思文化问题,以支持博物馆在塑造文化认同和社区建设中的新作用。在本文中,我们报告了一项研究,旨在通过结合五个由IoT介导的交互式展览品(在线交易游戏,交互式磨床和Goldsmith模拟器,灯笼)探索物联网(IoT)严肃游戏支持文化学习和反思的潜力。设计和虚拟房屋装修站。我们提出设计目标以达到目标,并通过博物馆研究评估我们的方法。结果显示从测试前到测试后的学习成绩显着,而且我们的访谈分析表明参与者参与了所有思考水平的一些证据。

更新日期:2020-11-19
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