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Autor/inn/en | Lee, JiHye; Lee, Hyun-Kyung; Jeong, Dabin; Lee, JiEun; Kim, TaeRyun; Lee, JiHyon |
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Titel | Developing Museum Education Content: AR Blended Learning |
Quelle | In: International Journal of Art & Design Education, 40 (2021) 3, S.473-491 (19 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1476-8062 |
DOI | 10.1111/jade.12352 |
Schlagwörter | Museums; Cultural Education; Computer Simulation; History Instruction; Experiential Learning; Blended Learning; Computer Software; Models; Teaching Methods; Artificial Intelligence; Textbooks; Computer Games; Tests; Elementary School Students; Grade 3; Grade 4 Museum; Museumswesen; Museen; Culture; Education; Kulturelle Bildung; Kulturelle Erziehung; Computergrafik; Computersimulation; History lessons; Geschichtsunterricht; Experiental learning; Erfahrungsorientiertes Lernen; Analogiemodell; Teaching method; Lehrmethode; Unterrichtsmethode; Künstliche Intelligenz; Textbook; Text book; Schulbuch; Lehrbuch; Computer game; Computerspiel; Computerspiele; Examination; Prüfung; Examen; School year 03; 3. Schuljahr; Schuljahr 03; School year 04; 4. Schuljahr; Schuljahr 04 |
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. (As Provided). |
Anmerkungen | Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |