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Article
Publication date: 30 May 2019

Meng Wang and Miguel Baptista Nunes

This study aims to present a meta-analysis of the use of serious educational games in museums. The analysis is based on a critical literature review that maps educational roles of…

Abstract

Purpose

This study aims to present a meta-analysis of the use of serious educational games in museums. The analysis is based on a critical literature review that maps educational roles of museums against serious educational games used in support of those roles. The meta-analysis focuses on the specific context of informal learning in museums.

Design/methodology/approach

The research design presented in this study is based on a meta-analysis research design that consists of a critical literature review, a multi-matrix representation of findings of the literature review and a conceptual visualization of the multidisciplinary area of the usage of serious games in support of educational roles in museums.

Findings

Clear and detailed categorizations of educational roles and serious games types for informal learning are presented. These are followed by matching these educational roles with published reports of the use of serious games within museums. The study concludes with observations and a conceptual map of the design of serious games for museums.

Originality/value

This study presents the first meta-analysis of research in this emergent multidisciplinary field. It will help serious game designers, museum educators and educational practitioners to make decisions regarding the choice of game type, customization and content design to support informal learning in the specific context of museum educational activities.

Details

Interactive Technology and Smart Education, vol. 16 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 20 March 2018

Tien-Yu Hsu, HsinYi Liang, Chuang-Kai Chiou and Judy C.R. Tseng

The purpose of this paper is to develop a blended mobile game-based learning service called CoboChild Mobile Exploration Service (hereinafter CoboChild) to support children’s…

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Abstract

Purpose

The purpose of this paper is to develop a blended mobile game-based learning service called CoboChild Mobile Exploration Service (hereinafter CoboChild) to support children’s learning in an environment blending virtual game worlds and a museum’s physical space. The contextual model of learning (CML) was applied to consider the related influential factors affecting museum learning and to promote children’s continuous learning and revisit motivations.

Design/methodology/approach

CoboChild provides a thematic game-based learning environment to facilitate children’s interactions with exhibits and other visitors. A practical system has been implemented in the National Museum of Natural Science (NMNS), Taiwan. A questionnaire was used to examine whether CoboChild can effectively fulfill the CML and to evaluate the impacts on museum learning.

Findings

CoboChild effectively fulfilled the CML to facilitate children’s interactive experiences and re-visit motivations in the blended mobile game-based learning environment. Most children described the system as providing fruitful playfulness while improving their interpretations of exhibitions and learning experiences.

Practical implications

CoboChild considers the related contextual influences on the effective support of children’s learning in a museum, and builds a child-centered museum learning environment with highly integrated blended learning resources for children. CoboChild has been successfully operating in the NMNS since 2011.

Originality/value

This study developed a blended mobile game-based learning service to effectively support children’s learning in museum contexts. The related issues are shown to improve the design of blended museum learning services. This innovative approach can be applied to the design of other child-centered services for engaging children’s interactive experiences in museums.

Details

Data Technologies and Applications, vol. 52 no. 3
Type: Research Article
ISSN: 2514-9288

Keywords

Article
Publication date: 6 December 2023

Billie Eilam, Merav Yosfan, Joel Lanir and Alan J. Wecker

The authors conducted a study at a history museum with the objective of examining changes in the knowledge of students aged 12 to 14 concerning the use of primary sources.

Abstract

Purpose

The authors conducted a study at a history museum with the objective of examining changes in the knowledge of students aged 12 to 14 concerning the use of primary sources.

Design/methodology/approach

Students utilized self-led guides while exploring two museum spaces presenting different historical events. These guides encouraged students to scrutinize the exhibits, become acquainted with the methods employed in their research, and develop an awareness of the information derived from them. Students' responses to pre- and postquestionnaires were compared and analyzed using mixed methods.

Findings

The results revealed that students became familiar with various types of primary sources, recognized that only specific sources endure through time and gained an understanding of the research methods employed to study them. Additionally, most students comprehended that the same sources could lead to diverse historical accounts and the potential reasons for such variations.

Practical implications

Recommendations for practice are discussed.

Originality/value

This study contributed to the limited knowledge regarding learning during a single, self-led tour in a history museum. The findings illuminate the potential for learning and advancing historical thinking concepts even within such museum-visit contexts.

Details

Social Studies Research and Practice, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1933-5415

Keywords

Book part
Publication date: 29 November 2014

Menaka Munro and Hannah-Lee Chalk

With over 4.5 million objects and specimens from both the natural and human worlds, Manchester Museum, part of The University of Manchester, is the largest University Museum in…

Abstract

With over 4.5 million objects and specimens from both the natural and human worlds, Manchester Museum, part of The University of Manchester, is the largest University Museum in the United Kingdom. By virtue of its position within The University of Manchester, learning and research are central to Manchester Museum’s work. The Museum has a track-record of educational work, from the ‘Children’s Museum Club’, a travelling school loans service set up in 1954, to the founding of a dedicated Education Department in 1981. Throughout its long history, the Museum has always held objects and collections at the heart of its popular learning offer. More recently, the growth of the learning team led to the creation of a set of learning principles to underpin its work. These principles – that learning should be object-centred, dialogic, imaginative, personalised, multi-sensory, collaborative and exploratory – are all based on inquiry-based learning and aim to foster a research-based disposition in learners.

As a University Museum with engagement at its heart, Manchester Museum is now looking to transform the third floor of its building into a space themed entirely around ‘research’. This redevelopment, due to open in March 2015, will see the creation of a new visitor research space – ‘The Study’. This unique development will extend the successful inquiry-based learning approach used with schools and colleges, into a public research space for all visitors, with collections at its heart.

Details

Inquiry-based Learning for Faculty and Institutional Development: A Conceptual and Practical Resource for Educators
Type: Book
ISBN: 978-1-78441-235-7

Book part
Publication date: 19 October 2020

Jill Balota Cross

This chapter focuses on growing professionally and encouraging peers' skills. The author opens by relating her experience in initiating and implementing museum-integrated…

Abstract

This chapter focuses on growing professionally and encouraging peers' skills. The author opens by relating her experience in initiating and implementing museum-integrated instruction as a curricular program at all grade levels. She discusses the steps involved in creating one of the nation's first Museum Magnet Schools, from introducing the idea to her school and district to managing all the logistics needed to support it: funding, partnerships, professional development, curriculum writing, and partnerships. Strategically working with teachers, administrators, and organizations builds upon foundations in pedagogy and curriculum and reduces barriers to implementation. The chapter outlines effective strategies for building a dedicated team of faculty and administrators within your school, using professional development and encouragement to gain “buy-in” for projects such as school and student exhibitions. Such activities change the school culture in positive ways, with teachers becoming “ambassadors” to parents, professional learning communities, and other education stakeholders. Harnessing the power of connections to grow as a professional and growing communities of expertise cultivates performance pedagogy and brings history alive for students. By networking with experts from museums and historic sites, educators can tap into museum techniques such as exhibition design and object-based inquiry, which can be powerful tools for experiential learning. The chapter also contains outreach strategies for effectively presenting such initiatives at professional conferences and employing the power of social media through blogging and Twitter. As the author notes based on a decade of experience, the potential for student engagement from museum-related strategies is a persuasive argument for educators and administrators to collaborate in adapting them.

Article
Publication date: 7 November 2016

Tien-Yu Hsu, Fan-Ray Kuo, Hsin-Yi Liang and Min-Feng Lee

This paper aims to develop a curriculum-based virtual and physical mobile (CVPM) learning model, which integrates related physical and e-learning resources associated with…

Abstract

Purpose

This paper aims to develop a curriculum-based virtual and physical mobile (CVPM) learning model, which integrates related physical and e-learning resources associated with elementary school curricula and supports elementary education.

Design/methodology/approach

This model provides a highly participative and well-monitored environment with fruitful interactions among students, teachers and museum staff. A practical system was implemented in the National Museum of Natural Science in Taiwan.

Findings

The results show that the proposed model can effectively extend related learning resources to satisfy the requirements of elementary education. In addition, this model can engage students’ self-directed explorations through problem-solving learning content during the learning process.

Research limitations/implications

This learning model was implemented in a one-day theme-based learning activity. Generic learning outcomes and qualitative analysis were used to examine the students’ perceptions and the teachers’ feedback of this learning model, respectively.

Practical implications

The results show that both students and teachers highly appreciated this learning model. The model not only strengthens the connection between museum and elementary curricula but also enhances students’ perceptions and positive attitudes toward natural science courses. Finally, this study offers suggestions for future research.

Originality/value

This study develops a CVPM learning model which integrates elementary school courses to satisfy the requirements of elementary education and meet museums’ educational strategies for schools. The practical learning system and services have been successfully implemented and are widely available to elementary schools in Taiwan.

Details

The Electronic Library, vol. 34 no. 6
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 3 April 2017

Tien-Yu Hsu and Hsin-Yi Liang

This paper aims to propose an online and on-site cyclical learning model (OOCLM). It considers how combining digital applications can promote a museum’s virtuous learning cycle…

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Abstract

Purpose

This paper aims to propose an online and on-site cyclical learning model (OOCLM). It considers how combining digital applications can promote a museum’s virtuous learning cycle between online and on-site spaces for children.

Design/methodology/approach

A practical cyclical learning service has been successfully implemented in a science museum in Taiwan. This provides a thematic game-based learning environment, allowing all the children to create their unique museum experiences before, during and after their visit. A questionnaire was developed to examine the children’s perceptions of the OOCLM to ascertain whether they were satisfied with the pre-visit, on-site visit and post-visit services offered.

Findings

The learning model considered the contextual factors that influence digital applications in museums. The digital and physical resources are well integrated, and the museum’s online and on-site services are linked to effectively promote children’s cyclical learning.

Practical implications

The results show that most of the children highly appreciated the learning model. The model presents an interactive learning environment for children’s cyclical learning and repeat visits.

Originality/value

The OOCLM considers the related contextual influences of digital applications in museum learning; it effectively bridges the museum’s online and on-site services to promote the museum’s virtuous learning cycle and long-term museum learning resource management. This study provides a benchmark example to develop sustainable cyclical learning services for target visitor groups and to motivate their long-term interaction with the museum.

Details

The Electronic Library, vol. 35 no. 2
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 1 April 2021

Tien-Yu Hsu and Hsin-Yi Liang

This study develops a universal game-based blended museum learning service (UGBMLS) to engage museum visitors of different ages and promote their return visits. This study aims to…

Abstract

Purpose

This study develops a universal game-based blended museum learning service (UGBMLS) to engage museum visitors of different ages and promote their return visits. This study aims to provide a single service with flexible learning content matching the diverse needs and preferences for different ages. The contextual influences are considered to promote participatory experiences and meaningful social interactions. An experiment is conducted herein to understand how visitors of different ages experience the museum's services as well as to address the design issues in aiming to satisfy the different age groups' needs.

Design/methodology/approach

A UGBMLS, which includes a real-world adventure game system with flexible learning content and various types of learning support, was provided for different age groups. To investigate how the visitors of different ages evaluate their experiences with the UGBMLS, a mixed-method study was conducted. In total, two questionnaires were employed to examine the visitors' museum experiences and subjective measurements of cognitive load. In addition, observation and group interviews were used to explain the quantitative results.

Findings

The results show that the UGBMLS can engage diverse visitors of different ages in museum visits and promote their revisit motivations. However, there are significant differences among different age groups. The design issues in seeking to satisfy the diverse needs of different age groups are noted.

Practical implications

This study provides a feasible and cost-effective approach to support diverse visitors of different ages learning in museums.

Originality/value

This study provides an effective solution for engaging diverse visitors of different ages with a unified service. The results can be used to better understand the needs of different age groups and to effectively improve their museum experiences, thereby boosting their motivation regarding return visits. This study provides a feasible and cost-effective approach to support diverse visitors' learning in museums.

Article
Publication date: 1 September 2006

Tien‐Yu Hsu, Hao‐Ren Ke and Wei‐Pang Yang

The purpose of this study is to propose a knowledge‐based mobile learning framework that integrates various types of museum‐wide content, and supports ubiquitous, context‐aware…

2116

Abstract

Purpose

The purpose of this study is to propose a knowledge‐based mobile learning framework that integrates various types of museum‐wide content, and supports ubiquitous, context‐aware, personalized learning for museums.

Design/methodology/approach

A unified knowledge base with multi‐layer reusable content structures serves as the kernel component to integrate content from exhibitions for education and collection in a museum. The How‐Net approach is adopted to build a unified natural and cultural ontology. The ontology functions as a common and sharable knowledge concept that denotes each knowledge element in the unified knowledge base, and associates each learner's learning context and usage with a content and usage profile respectively. Data mining algorithms, e.g. association mining and clustering, are applied to discover useful patterns for ubiquitous personalization from these content and usage profiles.

Findings

A pilot project based on the proposed framework has been successfully implemented in the Life Science Hall of the National Museum of Natural Science (NMNS), Taiwan, demonstrating the feasibility of this framework.

Originality/value

This study proposes a mobile learning framework that can be replicated in many museums. This framework improves learners' learning experiences with rich related content, and with ubiquitous, proactive and adaptive services. Museums can also benefit from implementing this framework through outreach services for educational, promoting and usability needs from combining mobile and Internet communication technologies and learning services.

Details

The Electronic Library, vol. 24 no. 5
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 1 July 2012

Kristy A. Brugar

This study describes and explains the ways in which three urban cultural institutions/museums provide opportunities to students for learning in the social studies. Through…

4564

Abstract

This study describes and explains the ways in which three urban cultural institutions/museums provide opportunities to students for learning in the social studies. Through interviews, observations, and a content analysis of museum-produced materials, I examine the opportunities for various audiences (elementary, middle, and high school students) to engage with, and utilize, museum resources to facilitate meaningful social studies learning. This article includes a discussion of state standards, field trips, and use of technology to engage social studies learners. This study has implications for both classroom and museum-based educators.

Details

Social Studies Research and Practice, vol. 7 no. 2
Type: Research Article
ISSN: 1933-5415

Keywords

1 – 10 of over 11000