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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Principles of a Gamification Concept in a Museum Using AR for Enhancing the Engagement in Children

Fahlstedt, Hedvig January 2020 (has links)
Museums are not only public repositories of culture, but also educational institutions striving to emotionally stimulate visitors with an explorative educational experience. However, it is stated knowledge that museums can be considered boring, especially by the younger visitors.  The purpose of this study was to investigate how a museum exhibition can become more engaging by combining gamification with the museum's course of action to enhance visitor engagement in children.  The goal was to identify distinct principles in the dimensions of gamification, the museum context, the target group of 10-13 year olds and Augmented Reality. With a Research Through Design approach, a concept study and design study was conducted, and a prototype was developed as a representation of the principal findings. The prototype was evaluated in a user study conducted with participants within the target group.  The result of the user study indicated that the gamification concept was engaging but due to few participants as well as lack of usability data, the concept could not be fully validated to enhance visitor engagement in a museum.  However, evaluation of the findings and the defined distinct principles of the dimensions can serve as guidelines for other research conducted within the same dimensions or with similar conditions. / Ett museum är inte bara en offentlig förvaring av kultur utan även en utbildningsinstitution som strävar efter att emotionellt stimulera sina besökare genom att erbjuda en stimulerande utbildningsupplevelse. Dock finns det en allmän uppfattning att museer ibland anses vara tråkiga, särskilt hos de yngre besökarna.  Syftet med denna studie var att undersöka hur en utställning i ett museum kan bli mer engagerande genom att kombinera spelifiering med museets handlingssätt för att förbättra besökarnas engagemang hos barn.  Målet var att identifiera distinkta principer i de fyra dimensionerna spelifiering, museum som kontext, målgruppen 10-13-åringar och teknologin Augmented Reality. Genom att använda Research Through Design metodologin genomfördes en konceptstudie och designstudie. En prototyp utvecklades som en representation av de definierade principerna som utvärderades i en användarstudie med deltagare inom målgruppen.  Användarstudiens resultat visade att spelifieringskonceptet var engagerande, men med anledning av få deltagare såväl som brist på användardata kunde konceptet inte validera att besökarnas museumrelaterade engagemang förbättrades.  Däremot kan resultatens utvärdering och de principer som definierats i denna studie fungera som riktlinjer för annan forskning som utförs inom samma dimensioner eller med liknande förhållanden.

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