当前位置: X-MOL 学术ACM J. Comput. Cult. Herit. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Improving Children's Cultural Heritage Experience Using Game-based Learning at a Living Museum
ACM Journal on Computing and Cultural Heritage ( IF 2.1 ) Pub Date : 2021-07-01 , DOI: 10.1145/3453073
Mohd Kamal Othman 1 , Shaziti Aman 1 , Nurfarahani Norman Anuar 1 , Ikram Ahmad 1
Affiliation  

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.

中文翻译:

在生活博物馆使用基于游戏的学习改善儿童的文化遗产体验

这项实证研究旨在设计、开发和评估儿童在砂拉越文化村 (SCV) 使用基于游戏的移动指南 (GBMG) 应用程序的体验。交互设计生命周期模型用于 GBMG 应用程序的系统开发。共有 45 名儿童参加了这项研究,他们分为两组:纸质小册子组和 GBMG 应用组。博物馆体验量表用于评估本研究中使用 GBMG 应用程序的整体体验。结果表明,移动组的孩子在MES的四个维度上具有更高的均值,尽管差异仅在情感联系维度上显着。这项研究表明,基于游戏的移动指南应用程序并没有显着提高儿童的 s 在 SCV 的博物馆体验,除了他们的情感联系。来自六位人机交互专家的启发式评估的其他发现让我们更深入地了解了为什么 GBMG 没有改善儿童在 SCV 的访客体验。这项研究的结果有助于基于游戏的移动应用程序的研究领域,以增强儿童在生活博物馆的体验,并提出了一些有待进一步研究的问题。
更新日期:2021-07-01
down
wechat
bug