Publication | Closed Access
Developing Museum Education Content: AR Blended Learning
45
Citations
13
References
2021
Year
E-learningEngineeringMuseum Education ContentEducationVirtual MuseumMuseum StudiesAr AppDigital Learning EnvironmentAugmented Reality GameVirtual RealityAr TechnologyInstructional TechnologyLearning SciencesArtsAugmented RealityBlended LearningMedia DesignVirtual WorldsOnline TeachingExtended RealityTechnologyLearning DesignDigital Learning
Abstract Traditional museums of culture and history are failing to develop or make effective use of augmented reality (AR) technology. To address this deficit, the present study sought to develop online and offline experiential AR learning tools that would enable children to more fully explore museum artefacts. The study approach was based on the Blended Learning Model, which utilises symbiotic online and offline conversions and arrangements to enhance learning effectiveness. First, the study investigated the characteristics and limitations of existing AR technology from the perspective of children’s education by focusing on cultural assets. Second, an educational app with cultural heritage content was designed on the basis of a survey of stakeholders’ perceptions and needs. A blended learning experiment was then conducted, involving five steps (1) making a 3D assembly model (offline); (2) viewing the 3D model through the AR app; (3) learning about the cultural relic from a textbook (offline); (4) exploring the 3D model through the AR Quiz Game (online); and ( 5) visiting the museum (offline). This programme was found to be appropriate for elementary school third and fourth graders, who responded with high levels of flow and interest. The findings suggest that this experiential AR blended learning tool provides a more meaningful experience that motivates children to appreciate the value of cultural/historical assets.
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