Publications-Theses
Article View/Open
Publication Export
-
Google ScholarTM
NCCU Library
Citation Infomation
Related Publications in TAIR
題名 混合實境於虛實整合數位策展應用與成效評估研究
The Effects of a Digital Curation Integrating Virtual and Physical Contexts based on Mixed Reality on Curation Performance作者 林芯瑜
Lin, Hsin-Yu貢獻者 陳志銘
Chen, Chih-Ming
林芯瑜
Lin, Hsin-Yu關鍵詞 展覽
遊戲化學習
混合實境
學習成效
學習動機
沉浸經驗
學習行為分析
滯後序列分析
Exhibition
Gamification of Learning
Mixed reality
Learning performance
Learning motivation
Immersive experience
Learning process analysis
Lag sequential analysis日期 2023 上傳時間 2-Aug-2023 14:28:51 (UTC+8) 摘要 策展在非正式學習場域中扮演的學習價值已扮演越來越重要的角色,它提供了與傳統課堂學習方式不同的學習體驗,主要係透過更多樣化的不同形式媒體學習資源,以及互動機制,讓學習者能夠在更豐富、更具有互動性的學習環境中進行學習。本研究運用混合實境所具備的虛實整合特性,發展「混合實境數位策展系統」,開發創新的輔助觀看展覽學習工具,將策展內容結合遊戲化學習與混合實境技術,讓學習者能夠在虛實整合的策展環境中透過蒐集線索、任務挑戰方式,來提升學習者在觀展學習過程中的學習成效及學習動機。此外,本研究亦將學習者的學習歷程進行行為分析,以藉此了解學習者使用「混合實境數位策展系統」輔以學習過程中的有效學習行為模式。本研究採用真實驗研究法,透過線上報名的方式招募受試者,研究對象為參加國立政治大學達賢圖書館特藏組舉辦之方豪特展的大專學生和研究生,合計共26名,將研究對象隨機分派為採用不同學習模式輔以進行方豪特展學習的實驗組與控制組。其中13名為使用「混合實境數位策展系統」輔以進行方豪特展學習的實驗組,另外13名為使用「自行觀看展覽模式」以進行方豪特展學習的控制組,以探討兩組學習者以及不同背景的兩組學習者在學習成效及學習動機上是否具有顯著的差異。此外,實驗組學習者使用「混合實境數位策展系統」輔以進行方豪特展學習時,系統會記錄實驗組學習者點擊系統各項功能之學習歷程行為,並據此作為學習行為模式分析之依據;也會針對實驗組不同背景學習者的沉浸經驗是否具有顯著的差異進行分析。研究結果發現,使用「混合實境數位策展系統」輔以進行方豪特展學習的整體學習者,以及低先備知識學習者在學習成效上顯著優於使用「自行觀看展覽模式」的學習者。在學習動機方面,使用「混合實境數位策展系統」輔以進行方豪特展學習的整體學習者,以及高低不同先備知識學習者與不同圖文認知風格學習者在整體學習動機與價值及期望面向上皆顯著優於使用「自行觀看展覽模式」的學習者。在沉浸經驗方面,使用「混合實境數位策展系統」輔以進行方豪特展學習的低先備知識學習者,在沉浸經驗中的投入階段上顯著優於使用「混合實境數位策展系統」輔以進行方豪特展學習的高先備知識學習者。此外,從行為分析結果來看,使用「混合實境數位策展系統」輔以方豪特展學習的高成效學習者在完成系統指定任務時,操作虛擬物件的次數比低學習成效學習者少,顯示高成效學習者能更有效率的操作系統功能,找出完成任務的較佳方式。而高低不同學習成效之學習者使用不同方式完成任務,高成效學習者會嘗試各種操作,試圖找出完成任務的較佳方法,採用的策略是同時操作三個任務的方式,來提升任務完成的效率;而低成效學習者比較無法在各個區域中找出有效率的完成任務方法,採用的策略仍是完成單一任務的方式,因此需要花費較多的時間及注意力在操作虛擬物件上,比較無法專注於吸收展覽擬傳達的學習內容。最後依據研究結果,本研究提出「混合實境數位策展系統」系統改善建議,以及未來研究方向。總結來說,本研究將策展內容結合遊戲化學習與混合實境技術發展「混合實境數位策展系統」,提供一個創新的輔助觀看展覽的學習工具,對於促進數位策展學習具有貢獻。
Digital curation for supporting informal learning has become increasingly significant in educational settings due to offering an alternative learning experience compared to traditional teacher lecture methods. Digital curation provides diverse learning media resources and more interactive learning environment to support informal learning. This study presents a novel “Mixed Reality Digital Curatorial System” to leverage mixed reality technology with gamified mechanisms to create an innovative learning tool for learning by digital curation support. This system combines mixed reality with game-based learning, allowing learners to collect clues and complete learning tasks in a virtual-real curatorial environment. The goal is to enhance learners’ learning effectiveness and motivation during learning by digital curation support. Additionally, this study conducted behavioral analysis of learners’ learning processes to understand what the effective learning patterns with the “Mixed Reality Digital Curatorial System” for supporting digital curation are.”This study randomly assigned a total of 26 college and graduate students participating in the curation of Fanghao Special Exhibition organized by the Special Collections Section of the Dah Hsian Seetoo Library at National Chengchi University to two different learning modes of the exhibition. Among them, a total of 13 students were randomly assigned to the experimental group using the “Mixed Reality Digital Curatorial System” to support learning, while the remaining 13 students were assigned to the control group using the “free-viewing exhibition mode.” This study is aimed to examine if there were significant differences in learning effectiveness and motivations between the two groups of learners and learners with different backgrounds. Moreover, the experimental group students’ interactions with the ”Mixed Reality Digital Curatorial System” during viewing the Fanghao exhibition were recorded, providing a basis for analyzing learning behavior patterns and this study also examines whether there were significant differences in the immersion experiences of learners from different backgrounds in the experimental group.The study results revealed that learners who used the “Mixed Reality Digital Curatorial System” to aid their learning of the Fanghao Special Exhibition, especially those with low prior knowledge, achieved significantly better learning effectiveness compared to those who used the “free-viewing exhibition mode.” Regarding learning motivation, learners using the “Mixed Reality Digital Curatorial System,” regardless of their levels of prior knowledge and different cognitive styles in terms of verbalizers and visualizers, demonstrated significantly higher overall learning motivation, learning motivation in values, and expectations dimensions compared to learners using the “free-viewing exhibition mode.” In terms of immersion experience, learners with low prior knowledge using the “Mixed Reality Digital Curatorial System” during viewing the Fanghao special exhibition showed significantly higher engagement levels in the immersion experience compared to learners with high prior knowledge using the “Mixed Reality Digital Curatorial System.” Furthermore, behavioral pattern analysis revealed that high-performance learners using the “Mixed Reality Digital Curatorial System” operated virtual objects less frequently than low-performance learners when completing system-assigned tasks. High-performance learners showed more efficiency in operating system functions and finding better ways to complete the tasks assigned. In other words, high-performance learners employed strategies like multitasking to improve task completion efficiency, while low-performance learners struggled to find efficient ways to complete tasks in each exhibition area, resorting to complete the tasks assigned by using single-task strategy. As a result, they spent more time and attention manipulating virtual objects and had less focus on absorbing the exhibition’s intended content.Based on the study’s findings, this study proposes several suggestions for system improvement and future research directions for the developed “Mixed Reality Digital Curatorial System.” In conclusion, this study successfully combines curatorial content with game-based learning and mixed-reality technology, resulting in the emerging development of a “Mixed Reality Digital Curatorial System.” This system serves as an innovative learning tool for exhibition viewing and contributes to the advancement of learning experiences at the Fanghao Special Exhibition.參考文獻 吳裕益(1987)。認知能力與認知型態個別差異現象之探討。國立高雄師範學院教育學系及教育研究所教育期刊,7,51-98。林巧敏、李佩珊(2015)。檔案展覽互動展示設計與規劃之探討。大學圖書館,19(1),1-20。耿鳳英(2011)。誰的故事?――論博物館展示詮釋。博物館學季刊,25,99-111。Adams, D. M., Mayer, R. E., MacNamara, A., Koenig, A., & Wainess, R. (2012). Narrative games for learning: Testing the discovery and narrative hypotheses. Journal of Educational Psychology, 104(1), 235.Adler, R. F., & Benbunan-Fich, R. (2013). Self-interruptions in discretionary multitasking. Computers in Human Behavior, 29(4), 1441-1449.Afirando, R., Santoso, H. B., Junus, K., Putra, P. O. H., & Lawanto, O. (2023). Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education. Indonesian Journal of Computer Science, 12(1).Ahmad, S., Abbas, M. Y., Taib, M. Z. M., & Masri, M. (2014). Museum Exhibition Design: Communication of meaning and the shaping of knowledge. Procedia-Social and Behavioral Sciences, 153, 254-265.Ahmad, S., Abbas, M. Y., Yusof, W. Z. M., & Taib, M. Z. M. (2013). Museum learning: using research as best practice in creating future museum exhibition. Procedia-Social and Behavioral Sciences, 105, 370-382.Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11.Alrehaili, E. A., & Al Osman, H. (2022). A virtual reality role-playing serious game for experiential learning. Interactive Learning Environments, 30(5), 922-935.Antle, A. N., Bevans, A., Tanenbaum, T. J., Seaborn, K., & Wang, S. (2010, January). Futura: design for collaborative learning and game play on a multi-touch digital tabletop. In Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction (pp. 93-100).Antoniou, A., & Lepouras, G. (2010). Modeling visitors` profiles: A study to investigate adaptation aspects for museum learning technologies. Journal on Computing and Cultural Heritage (JOCCH), 3(2), 1-19.Armstrong, M. B., & Landers, R. N. (2017). An evaluation of gamified training: Using narrative to improve reactions and learning. Simulation & Gaming, 48(4), 513-538.Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385.Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34-47.Bakeman, R., & Gottman, J. M. (1997). Observing Interaction: An Introduction to Sequential Analysis, (2nd ed.), Cambridge, UK: Cambridge University Press. doi:10.1017/cbo9780511527685Banz, R. (2008). Self-directed learning: Implications for museums. Journal of Museum Education, 33(1), 43-54.Bekele, M. K., Pierdicca, R., Frontoni, E., Malinverni, E. S., & Gain, J. (2018). A survey of augmented, virtual, and mixed reality for cultural heritage. Journal on Computing and Cultural Heritage (JOCCH), 11(2), 1-36.Bottino, A. G., García, A. M., & Occhipinti, E. (2017). Holomuseum: A prototype of Interactive Exhibition with Mixed Reality Glasses HoloLens (Doctoral dissertation, Doctoral dissertation, Master dissertation, Polytechnic University of Valencia).Bourdieu, P. (1987). The historical genesis of a pure aesthetic. The Journal of Aesthetics and Art Criticism, 46, 201-210.Bowen, J. P., Bennett, J., & Johnson, J. (1998, April). Virtual visits to virtual museums. In Museums and the Web (Vol. 98).Brenner, J. (1997). Student’s cognitive styles in asynchronous distance education courses at a community college. Paper presented at the meeting of the 3rd International Conference on Asynchronous Learning Networks, New York.Brondi, R., Carrozzino, M., Lorenzini, C., & Tecchia, F. (2016). Using mixed reality and natural interaction in cultural heritage applications. Informatica, 40(3).Brown, E. (2004). A grounded investigation of game immersion. 1297-1300. Retrieved from https://doi.org/10.1145/985921.986048Brown, E., & Cairns, P. (2004, April). A grounded investigation of game immersion. In CHI`04 Extended Abstracts on Human Factors in Computing Systems (pp. 1297-1300). Retrieved from https://doi.org/10.1145/985921.986048Bulu, S.T. & Pedersen, S. (2012). Supporting problem-solving performance in a hypermedia learning environment: The role of students` prior knowledge and metacognitive skills. Computers in Human Behavior, 28 (4), pp. 1162-1169Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51, 341-377.Carrier, L. M., Rosen, L. D., Cheever, N. A., & Lim, A. F. (2015). Causes, effects, and practicalities of everyday multitasking. Developmental Review, 35, 64-78.Chen, C. M., Li, M. C., & Chen, T. C. (2018). A collaborative reading annotation system with gamification mechanisms to improve reading performance, 7th International Congress on Advanced Applied Informatics (IIAI-AAI), Yonago, Japan, pp. 188-193, doi: 10.1109/IIAI-AAI.2018.00044.Chen, S. Y., & Huang, P.-R. (2013). The comparisons of the influences of prior knowledge on two game-based learning systems. Computers & Education, 68(1), 177–186.Chen, Y. (2021). Immersive Exhibition (Order No. 28544247). Available from ProQuest Dissertations & Theses A&I; ProQuest Dissertations & Theses Global. (2549669934). Retrieved from https://login.autorpa.lib.nccu.edu.tw/login?url=https://www.proquest.com/dissertations-theses/immersive-exhibition/docview/2549669934/se-2Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: Its hierarchical structure and impact on game-based science learning: Impact of immersion on learning. Journal of Computer Assisted Learning, 31(3), 232–253. Retrieved from https://doi.org/10.1111/jcal.12066Cheng, M. T., Lin, Y. W., She, H. C., & Kuo, P. C. (2017). Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning. British Journal of Educational Technology, 48(2), 246-263.Chiang, T. H., Yang, S. J., & Hwang, G. J. (2014). An augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activities. Journal of Educational Technology & Society, 17(4), 352-365.Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: The experience of play in work and leisure. San Fr CA: Jossey-Bass.Dean, D. (2002). Museum Exhibition: Theory and Practice. London and New York: RoutledgeDeterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15).Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings (Vol. 12, p. 15). Vancouver, BC, Canada: ACM.Feiz, P., Hooman, H. A., & kooshki, S. (2013). Assessing the motivated strategies for learning questionnaire (MSLQ) in Iranian students: construct validity and reliability. Procedia - Social and Behavioral Sciences, 84, 1820–1825. Retrieved from https://doi.org/10.1016/j.sbspro.2013.07.041Fenu, C., & Pittarello, F. (2018). Svevo tour: The design and the experimentation of an augmented reality application for engaging visitors of a literary museum. International Journal of Human-Computer Studies, 114, 20-35.Ferguson, E. S. (1965). Technical museums and international exhibitions. Technology and Culture, 6(1), 30-46.Filippini-Fantoni, S., & Bowen, J. P. (2008). Mobile multimedia: Reflections from ten years of practice. Digital Technologies and the Museum Experience: Handheld Guides and Other Media, 79-96.Giannini, T., & Bowen, J. P. (2016). Curating digital life and culture: Art and information. Electronic Visualisation and the Arts, 237-244.Gopalan, V., Bakar, J. A. A., Zulkifli, A. N., Alwi, A., & Mat, R. C. (2017, October). A review of the motivation theories in learning. In AIP Conference Proceedings (Vol. 1891, No. 1, p. 020043). AIP Publishing LLC.Greenberg, R., Ferguson, B. W., & Nairne, S. (Eds.). (1996). Thinking about Exhibitions (pp. 81-112). London: Routledge.Greenspan, B., & Whitson, J. R. (2013, May). Whether to play or preserve the past?: Creating The Forgotten Worker Quest. In FDG (pp. 298-305).Hall, T., Ciolfi, L., Bannon, L., Fraser, M., Benford, S., Bowers, J., ... & Flintham, M. (2001, November). The visitor as virtual archaeologist: explorations in mixed reality technology to enhance educational and social interaction in the museum. In Proceedings of the 2001 Conference on Virtual Reality, Archeology, and Cultural Heritage (pp. 91-96).Hammady, R., Ma, M., & Strathearn, C. (2020). Ambient information visualisation and visitors’ technology acceptance of mixed reality in museums. Journal on Computing and Cultural Heritage (JOCCH), 13(2), 1-22.Hazan S., Hermon S., Turra R., Pedrazzi G., Franchi M., Wallergard M. (2014), Theory Design - Update on D3.1, State of the Art on Virtual Museums in Europe and Outside Europe, http://www.v-must.net/sites/default/files/D3.1_update.pdfHorie, C. V. (1986). Who is a curator?. Museum Management and Curatorship, 5(3), 267-272.Horn, M., Atrash Leong, Z., Block, F., Diamond, J., Evans, E. M., Phillips, B., & Shen, C. (2012, May). Of BATs and APEs: An interactive tabletop game for natural history museums. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2059-2068). New York, NY: ACM. doi:10.1145/2207676.2208355Howgill, E. (2015). New methods of analysing archival exhibitions. Archives and Records, 36(2), 179-194.Huang, Y., Jiang, Z., Liu, Y., & Wang, Y. (2011). Augmented reality in exhibition and entertainment for the public. Handbook of Augmented Reality, 707-720.Hwang, G.-H., Lee, C.-Y., & Tseng, W.-F. (2012). Development and evaluation of an educational computer game for a certification examination. Journal of Educational Technology Development and Exchange, 5(2). https://doi.org/10.18785/jetde.0502.03Kalfatovic, M. (2001), Online with the show, Library Journal: Net Connect Supplement, Winter, pp. 32‐35.Kallio, H., Pietilä, A. M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: Developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72(12), 2954-2965. Retrieved from https://doi.org/10.1111/jan.13031Kamaruddin, N. (2019). Understanding of Basic Design Process and Techniques for Effective Museum Exhibition Design. vol. VI, no. Vi, 98-101.Khan, I., Melro, A., Amaro, A. C., & Oliveira, L. (2020). Systematic review on gamification and cultural heritage dissemination. Journal of Digital Media & Interaction, 3(8), 19-41.Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward. Cambridge, MA: The Education Arcade.Koć-Januchta, M., Höffler, T., Thoma, G. B., Prechtl, H., & Leutner, D. (2017). Visualizers versus verbalizers: Effects of cognitive style on learning with texts and pictures–An eye-tracking study. Computers in Human Behavior, 68, 170-179.Kolecki, R., Pregowska, A., Dąbrowa, J., Skuciński, J., Pulanecki, T., Walecki, P., ... & Proniewska, K. (2022). Assessment of the utility of mixed reality in medical education. Translational Research in Anatomy, 100214.Kozhevnikov, M. (2007). Cognitive styles in the context of modern psychology: Toward an integrated framework of cognitive style. Psychological bulletin, 133(3), 464.Lake-Hammond, A., & Waite, N. (2010). Exhibition design: Bridging the knowledge gap. The Design Journal, 13(1), 77-98.Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies. Applied Sciences, 12(13), 6809.Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752-768.Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification science, its history and future: Definitions and a research agenda. Simulation & Gaming, 49(3), 315-337.Leong, S. C., Tang, Y. M., Toh, F. M., & Fong, K. N. (2022). Examining the effectiveness of virtual, augmented, and mixed reality (VAMR) therapy for upper limb recovery and activities of daily living in stroke patients: a systematic review and meta-analysis. Journal of NeuroEngineering and Rehabilitation, 19(1), 1-20.Lewalter, D., Gegenfurtner, A., & Renninger, K. A. (2021). Out-of-school programs and interest: Design considerations based on a meta-analysis. Educational Research Review, 34, 100406.Li Liew, C. (2005). Online Cultural Heritage Exhibitions: A Survey of Information Retrieval Features. Program, 39(1), 4-24. Retrieved from doi:10.1108/00330330510578778.Liew, C. L. “Online Cultural Heritage Exhibitions: A Survey of Information Retrieval Features.” Program: Electronic Library and Information Systems 39, no. 1 (2005): 4–24. doi:10.1108/00330330510578778.MacCallum, K., & Jamieson, J. (2017, October). Exploring augmented reality in education viewed through the affordance lens. In Proceedings of the 8th Annual Conference of Computing and Information Technology Education and Research in New Zealand (pp. 114-120).)Makransky, G., Borre‐Gude, S., & Mayer, R. E. (2019). Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. Journal of Computer Assisted Learning, 35(6), 691-707.Malegiannaki, I., & Daradoumis, Τ. (2017). Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review. Computers & Education, 108, 1-10.McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin.Mihailidis, P., & Cohen, J. N. (2013). Exploring curation as a core competency in digital and media literacy education. Journal of Interactive Media in Education.Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.Moro, C., Phelps, C., Redmond, P., & Stromberga, Z. (2021). HoloLens and mobile augmented reality in medical and health science education: A randomised controlled trial. British Journal of Educational Technology, 52(2), 680-694.Navarrete, T. (2019). Digital heritage tourism: innovations in museums. World Leisure Journal, 61(3), 200-214Nechita, F., & Rezeanu, C. I. (2019). Augmenting museum communication services to create young audiences. Sustainability, 11(20), 5830.O’Neill, P. (2007). The curatorial turn: From practice to discourse. Issues in Curating Contemporary Art and Performance, 25.Obrist, H. U., Bovier, L., & Theiler, B. (2008). A Brief History of Curating. Zurique: JRP/Ringier.Oh, E., & Lim, D. (2005). Cross relationships between cognitive styles and learner variables in online learning environment. Journal of Interactive Online Learning, 4(1), 53-66.Oltman, P. K., Raskin, E., & Witkin, H. A. (1971). Group embedded figures test.Pan, Z., Cheok, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1), 20-28.Peterson, J. (2017). Virtual Reality, Augmented Reality, and Mixed Reality Definitions. EMA, version, 1.0, Jul. 7, 2017, 4 pp.Phipps, L., Alvarez, V., de Freitas, S., Wong, K., Baker, M., & Pettit, J. (2016). Conserv-AR: A virtual and augmented reality mobile game to enhance students` awareness of wildlife conservation in western australia. 15th Worid Conference on Mobile and Contextual Learning(mLearn 2016), 1, 214-217.Pillai, A., Sunny, M. S. H., Shahria, M. T., Banik, N., & Rahman, M. H. (2022). Gamification of upper limb rehabilitation in mixed-reality environment. Applied Sciences, 12(23), 12260.Pintrich, P. R., Smith, D. A., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ). National Center for Research to Improve Postsecondary Teaching and Learning. Ann Arbor: University of Michigan.Plecher, D. A., Wandinger, M., & Klinker, G. (2019, March). Mixed reality for cultural heritage. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1618-1622). IEEE.Rubino, I., Barberis, C., Xhembulla, J., & Malnati, G. (2015). Integrating a location-based mobile game in the museum visit: Evaluating visitors’ behaviour and learning. Journal on Computing and Cultural Heritage (JOCCH), 8(3), 1-18.Russo, A. (2011). Transformations in cultural communication: Social media, cultural exchange, and creative connections. Curator: The Museum Journal, 54(3), 327-346.Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112.Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). Gamification applications in E-learning: A literature review. Technology, Knowledge and Learning, 27(1), 139-159.Sheldon, L. (2020). The Multiplayer Classroom: Designing Coursework as a Game. (2nd ed.). CRC Press.Shute, V. J., & Ke, F. (2012). Games, learning, and assessment. Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives, 43-58.Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1), 1-11.Suits, B. (2014). The Grasshopper-: Games, Life and Utopia. Broadview PressSutherland, I. E. (1968, December). A head-mounted three dimensional display. In Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I (pp. 757-764).Tang, Y. M., Au, K. M., Lau, H. C., Ho, G. T., & Wu, C. H. (2020). Evaluating the effectiveness of learning design with mixed reality (MR) in higher education. Virtual Reality, 24(4), 797-807.Tassone, A., Liu, J. J., Reed, M. J., & Vickers, K. (2020). Multitasking in the classroom: Testing an educational intervention as a method of reducing multitasking. Active Learning in Higher Education, 21(2), 128-141.Velev, D., & Zlateva, P. (2017). Virtual reality challenges in education and training. International Journal of Learning and Teaching, 3(1), 33-37.Vlahakis, V., Karigiannis, J., Tsotros, M., Gounaris, M., Almeida, L., Stricker, D., ... & Ioannidis, N. (2001). Archeoguide: first results of an augmented reality, mobile computing system in cultural heritage sites. Virtual Reality, Archeology, and Cultural Heritage, 9(10.1145), 584993-585015.Wang, D. (2018). Gamified learning through unity 3D in visualizing environments. Neural Computing and Applications, 29(5), 1399-1404.Wang, N., & Shen, X. (2013, August). The research on interactive exhibition technology of digital museum resources. In 2013 IEEE International Conference on Green Computing and Communications and IEEE Internet of Things and IEEE Cyber, Physical and Social Computing (pp. 2067-2070). IEEE.Wilke, R. R. (2003). The effect of active learning on student characteristics in a human physiology course for nonmajors. Advances in physiology education, 27(4), 207-223.Wilson, M., & O`neill, P. (2010). Curatorial counter-rhetorics and the educational turn. Journal of Visual Art Practice, 9(2), 177-193.Wulandari, N. H., Widayati, K. A., & Suryobroto, B. (2016). Cognitive style and creative quality: Influence on academic achievement of university students in Indonesia. HAYATI Journal of Biosciences, 23(3), 121-124.Yi, J. H., & Kim, H. S. (2021). User experience research, experience design, and evaluation methods for museum mixed reality experience. Journal on Computing and Cultural Heritage (JOCCH), 14(4), 1-28.Zancanaro, M., Stock, O., & Alfaro, I. (2003). Using cinematic techniques in a multimedia museum guide. In Proceedings of Museums and the Web.Zhang, H., Cui, Y., Shan, H., Qu, Z., Zhang, W., Tu, L., & Wang, Y. (2020, June). Hotspots and trends of virtual reality, augmented reality and mixed reality in education field. In 2020 6th International Conference of the Immersive Learning Research Network (iLRN) (pp. 215-219). IEEE.Zhou, Y., Chen, J., & Wang, M. (2022). A meta-analytic review on incorporating virtual and augmented reality in museum learning. Educational Research Review, 100454. 描述 碩士
國立政治大學
圖書資訊與檔案學研究所
110155019資料來源 http://thesis.lib.nccu.edu.tw/record/#G0110155019 資料類型 thesis dc.contributor.advisor 陳志銘 zh_TW dc.contributor.advisor Chen, Chih-Ming en_US dc.contributor.author (Authors) 林芯瑜 zh_TW dc.contributor.author (Authors) Lin, Hsin-Yu en_US dc.creator (作者) 林芯瑜 zh_TW dc.creator (作者) Lin, Hsin-Yu en_US dc.date (日期) 2023 en_US dc.date.accessioned 2-Aug-2023 14:28:51 (UTC+8) - dc.date.available 2-Aug-2023 14:28:51 (UTC+8) - dc.date.issued (上傳時間) 2-Aug-2023 14:28:51 (UTC+8) - dc.identifier (Other Identifiers) G0110155019 en_US dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/146678 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 圖書資訊與檔案學研究所 zh_TW dc.description (描述) 110155019 zh_TW dc.description.abstract (摘要) 策展在非正式學習場域中扮演的學習價值已扮演越來越重要的角色,它提供了與傳統課堂學習方式不同的學習體驗,主要係透過更多樣化的不同形式媒體學習資源,以及互動機制,讓學習者能夠在更豐富、更具有互動性的學習環境中進行學習。本研究運用混合實境所具備的虛實整合特性,發展「混合實境數位策展系統」,開發創新的輔助觀看展覽學習工具,將策展內容結合遊戲化學習與混合實境技術,讓學習者能夠在虛實整合的策展環境中透過蒐集線索、任務挑戰方式,來提升學習者在觀展學習過程中的學習成效及學習動機。此外,本研究亦將學習者的學習歷程進行行為分析,以藉此了解學習者使用「混合實境數位策展系統」輔以學習過程中的有效學習行為模式。本研究採用真實驗研究法,透過線上報名的方式招募受試者,研究對象為參加國立政治大學達賢圖書館特藏組舉辦之方豪特展的大專學生和研究生,合計共26名,將研究對象隨機分派為採用不同學習模式輔以進行方豪特展學習的實驗組與控制組。其中13名為使用「混合實境數位策展系統」輔以進行方豪特展學習的實驗組,另外13名為使用「自行觀看展覽模式」以進行方豪特展學習的控制組,以探討兩組學習者以及不同背景的兩組學習者在學習成效及學習動機上是否具有顯著的差異。此外,實驗組學習者使用「混合實境數位策展系統」輔以進行方豪特展學習時,系統會記錄實驗組學習者點擊系統各項功能之學習歷程行為,並據此作為學習行為模式分析之依據;也會針對實驗組不同背景學習者的沉浸經驗是否具有顯著的差異進行分析。研究結果發現,使用「混合實境數位策展系統」輔以進行方豪特展學習的整體學習者,以及低先備知識學習者在學習成效上顯著優於使用「自行觀看展覽模式」的學習者。在學習動機方面,使用「混合實境數位策展系統」輔以進行方豪特展學習的整體學習者,以及高低不同先備知識學習者與不同圖文認知風格學習者在整體學習動機與價值及期望面向上皆顯著優於使用「自行觀看展覽模式」的學習者。在沉浸經驗方面,使用「混合實境數位策展系統」輔以進行方豪特展學習的低先備知識學習者,在沉浸經驗中的投入階段上顯著優於使用「混合實境數位策展系統」輔以進行方豪特展學習的高先備知識學習者。此外,從行為分析結果來看,使用「混合實境數位策展系統」輔以方豪特展學習的高成效學習者在完成系統指定任務時,操作虛擬物件的次數比低學習成效學習者少,顯示高成效學習者能更有效率的操作系統功能,找出完成任務的較佳方式。而高低不同學習成效之學習者使用不同方式完成任務,高成效學習者會嘗試各種操作,試圖找出完成任務的較佳方法,採用的策略是同時操作三個任務的方式,來提升任務完成的效率;而低成效學習者比較無法在各個區域中找出有效率的完成任務方法,採用的策略仍是完成單一任務的方式,因此需要花費較多的時間及注意力在操作虛擬物件上,比較無法專注於吸收展覽擬傳達的學習內容。最後依據研究結果,本研究提出「混合實境數位策展系統」系統改善建議,以及未來研究方向。總結來說,本研究將策展內容結合遊戲化學習與混合實境技術發展「混合實境數位策展系統」,提供一個創新的輔助觀看展覽的學習工具,對於促進數位策展學習具有貢獻。 zh_TW dc.description.abstract (摘要) Digital curation for supporting informal learning has become increasingly significant in educational settings due to offering an alternative learning experience compared to traditional teacher lecture methods. Digital curation provides diverse learning media resources and more interactive learning environment to support informal learning. This study presents a novel “Mixed Reality Digital Curatorial System” to leverage mixed reality technology with gamified mechanisms to create an innovative learning tool for learning by digital curation support. This system combines mixed reality with game-based learning, allowing learners to collect clues and complete learning tasks in a virtual-real curatorial environment. The goal is to enhance learners’ learning effectiveness and motivation during learning by digital curation support. Additionally, this study conducted behavioral analysis of learners’ learning processes to understand what the effective learning patterns with the “Mixed Reality Digital Curatorial System” for supporting digital curation are.”This study randomly assigned a total of 26 college and graduate students participating in the curation of Fanghao Special Exhibition organized by the Special Collections Section of the Dah Hsian Seetoo Library at National Chengchi University to two different learning modes of the exhibition. Among them, a total of 13 students were randomly assigned to the experimental group using the “Mixed Reality Digital Curatorial System” to support learning, while the remaining 13 students were assigned to the control group using the “free-viewing exhibition mode.” This study is aimed to examine if there were significant differences in learning effectiveness and motivations between the two groups of learners and learners with different backgrounds. Moreover, the experimental group students’ interactions with the ”Mixed Reality Digital Curatorial System” during viewing the Fanghao exhibition were recorded, providing a basis for analyzing learning behavior patterns and this study also examines whether there were significant differences in the immersion experiences of learners from different backgrounds in the experimental group.The study results revealed that learners who used the “Mixed Reality Digital Curatorial System” to aid their learning of the Fanghao Special Exhibition, especially those with low prior knowledge, achieved significantly better learning effectiveness compared to those who used the “free-viewing exhibition mode.” Regarding learning motivation, learners using the “Mixed Reality Digital Curatorial System,” regardless of their levels of prior knowledge and different cognitive styles in terms of verbalizers and visualizers, demonstrated significantly higher overall learning motivation, learning motivation in values, and expectations dimensions compared to learners using the “free-viewing exhibition mode.” In terms of immersion experience, learners with low prior knowledge using the “Mixed Reality Digital Curatorial System” during viewing the Fanghao special exhibition showed significantly higher engagement levels in the immersion experience compared to learners with high prior knowledge using the “Mixed Reality Digital Curatorial System.” Furthermore, behavioral pattern analysis revealed that high-performance learners using the “Mixed Reality Digital Curatorial System” operated virtual objects less frequently than low-performance learners when completing system-assigned tasks. High-performance learners showed more efficiency in operating system functions and finding better ways to complete the tasks assigned. In other words, high-performance learners employed strategies like multitasking to improve task completion efficiency, while low-performance learners struggled to find efficient ways to complete tasks in each exhibition area, resorting to complete the tasks assigned by using single-task strategy. As a result, they spent more time and attention manipulating virtual objects and had less focus on absorbing the exhibition’s intended content.Based on the study’s findings, this study proposes several suggestions for system improvement and future research directions for the developed “Mixed Reality Digital Curatorial System.” In conclusion, this study successfully combines curatorial content with game-based learning and mixed-reality technology, resulting in the emerging development of a “Mixed Reality Digital Curatorial System.” This system serves as an innovative learning tool for exhibition viewing and contributes to the advancement of learning experiences at the Fanghao Special Exhibition. en_US dc.description.tableofcontents 謝辭 i摘要 iii目次 viii圖次 x表次 xii第一章 緒論 1第一節 研究背景與動機 1第二節 研究目的 5第三節 研究問題 6第四節 研究範圍與限制 7第五節 重要名詞解釋 7第二章 文獻探討 11第一節 策展的意義與應用 11第二節 遊戲化學習與應用 13第三節 混合實境技術與應用 16第三章 系統設計 20第一節 系統設計理念 20第二節 學習內容設計與實體展間佈置 21第三節 系統介面功能與操作流程 24第四節 系統開發環境 44第四章 研究設計與實施 46第一節 研究架構 46第二節 研究方法 49第三節 研究對象 51第四節 實驗設計與流程 51第五節 研究工具 54第六節 資料處理與分析 59第七節 研究實施步驟 61第五章 實驗結果分析 63第一節 兩組使用不同學習模式的學習者在學習成效及學習動機之差異分析 63第二節 使用兩種不同學習模式輔以進行方豪特展學習之不同策展先備知識學習者在學習成效及學習動機之差異分析 69第三節 使用兩種不同學習模式進行方豪特展學習之不同認知風格學習者在學習成效及學習動機之差異分析 76第四節 不同策展先備知識與不同認知風格之學習者使用「混合實境數位策展系統」輔以進行方豪特展學習沉浸經驗之差異分析 83第五節 高低不同學習成效之學習者使用「混合實境數位策展系統」輔以進行方豪特展學習的系統操作行為分析 86第六節 訪談質性資料分析 149第七節 綜合討論 160第六章 結論與建議 169第一節 結論 169第二節 改進「混合實境數位策展系統」的建議 173第三節 未來研究方向 175參考文獻 177附錄一 參與研究同意書 186附錄二 方豪特展相關知識測驗卷 187附錄三 團體藏圖測驗 198附錄四 沉浸經驗感受問卷 205附錄五 學習動機量表 207附錄六 半結構式訪談大綱 210 zh_TW dc.format.extent 17921367 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0110155019 en_US dc.subject (關鍵詞) 展覽 zh_TW dc.subject (關鍵詞) 遊戲化學習 zh_TW dc.subject (關鍵詞) 混合實境 zh_TW dc.subject (關鍵詞) 學習成效 zh_TW dc.subject (關鍵詞) 學習動機 zh_TW dc.subject (關鍵詞) 沉浸經驗 zh_TW dc.subject (關鍵詞) 學習行為分析 zh_TW dc.subject (關鍵詞) 滯後序列分析 zh_TW dc.subject (關鍵詞) Exhibition en_US dc.subject (關鍵詞) Gamification of Learning en_US dc.subject (關鍵詞) Mixed reality en_US dc.subject (關鍵詞) Learning performance en_US dc.subject (關鍵詞) Learning motivation en_US dc.subject (關鍵詞) Immersive experience en_US dc.subject (關鍵詞) Learning process analysis en_US dc.subject (關鍵詞) Lag sequential analysis en_US dc.title (題名) 混合實境於虛實整合數位策展應用與成效評估研究 zh_TW dc.title (題名) The Effects of a Digital Curation Integrating Virtual and Physical Contexts based on Mixed Reality on Curation Performance en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) 吳裕益(1987)。認知能力與認知型態個別差異現象之探討。國立高雄師範學院教育學系及教育研究所教育期刊,7,51-98。林巧敏、李佩珊(2015)。檔案展覽互動展示設計與規劃之探討。大學圖書館,19(1),1-20。耿鳳英(2011)。誰的故事?――論博物館展示詮釋。博物館學季刊,25,99-111。Adams, D. M., Mayer, R. E., MacNamara, A., Koenig, A., & Wainess, R. (2012). Narrative games for learning: Testing the discovery and narrative hypotheses. Journal of Educational Psychology, 104(1), 235.Adler, R. F., & Benbunan-Fich, R. (2013). Self-interruptions in discretionary multitasking. Computers in Human Behavior, 29(4), 1441-1449.Afirando, R., Santoso, H. B., Junus, K., Putra, P. O. H., & Lawanto, O. (2023). Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education. Indonesian Journal of Computer Science, 12(1).Ahmad, S., Abbas, M. Y., Taib, M. Z. M., & Masri, M. (2014). Museum Exhibition Design: Communication of meaning and the shaping of knowledge. Procedia-Social and Behavioral Sciences, 153, 254-265.Ahmad, S., Abbas, M. Y., Yusof, W. Z. M., & Taib, M. Z. M. (2013). Museum learning: using research as best practice in creating future museum exhibition. Procedia-Social and Behavioral Sciences, 105, 370-382.Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11.Alrehaili, E. A., & Al Osman, H. (2022). A virtual reality role-playing serious game for experiential learning. Interactive Learning Environments, 30(5), 922-935.Antle, A. N., Bevans, A., Tanenbaum, T. J., Seaborn, K., & Wang, S. (2010, January). Futura: design for collaborative learning and game play on a multi-touch digital tabletop. In Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction (pp. 93-100).Antoniou, A., & Lepouras, G. (2010). Modeling visitors` profiles: A study to investigate adaptation aspects for museum learning technologies. Journal on Computing and Cultural Heritage (JOCCH), 3(2), 1-19.Armstrong, M. B., & Landers, R. N. (2017). An evaluation of gamified training: Using narrative to improve reactions and learning. Simulation & Gaming, 48(4), 513-538.Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355-385.Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics and Applications, 21(6), 34-47.Bakeman, R., & Gottman, J. M. (1997). Observing Interaction: An Introduction to Sequential Analysis, (2nd ed.), Cambridge, UK: Cambridge University Press. doi:10.1017/cbo9780511527685Banz, R. (2008). Self-directed learning: Implications for museums. Journal of Museum Education, 33(1), 43-54.Bekele, M. K., Pierdicca, R., Frontoni, E., Malinverni, E. S., & Gain, J. (2018). A survey of augmented, virtual, and mixed reality for cultural heritage. Journal on Computing and Cultural Heritage (JOCCH), 11(2), 1-36.Bottino, A. G., García, A. M., & Occhipinti, E. (2017). Holomuseum: A prototype of Interactive Exhibition with Mixed Reality Glasses HoloLens (Doctoral dissertation, Doctoral dissertation, Master dissertation, Polytechnic University of Valencia).Bourdieu, P. (1987). The historical genesis of a pure aesthetic. The Journal of Aesthetics and Art Criticism, 46, 201-210.Bowen, J. P., Bennett, J., & Johnson, J. (1998, April). Virtual visits to virtual museums. In Museums and the Web (Vol. 98).Brenner, J. (1997). Student’s cognitive styles in asynchronous distance education courses at a community college. Paper presented at the meeting of the 3rd International Conference on Asynchronous Learning Networks, New York.Brondi, R., Carrozzino, M., Lorenzini, C., & Tecchia, F. (2016). Using mixed reality and natural interaction in cultural heritage applications. Informatica, 40(3).Brown, E. (2004). A grounded investigation of game immersion. 1297-1300. Retrieved from https://doi.org/10.1145/985921.986048Brown, E., & Cairns, P. (2004, April). A grounded investigation of game immersion. In CHI`04 Extended Abstracts on Human Factors in Computing Systems (pp. 1297-1300). Retrieved from https://doi.org/10.1145/985921.986048Bulu, S.T. & Pedersen, S. (2012). Supporting problem-solving performance in a hypermedia learning environment: The role of students` prior knowledge and metacognitive skills. Computers in Human Behavior, 28 (4), pp. 1162-1169Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51, 341-377.Carrier, L. M., Rosen, L. D., Cheever, N. A., & Lim, A. F. (2015). Causes, effects, and practicalities of everyday multitasking. Developmental Review, 35, 64-78.Chen, C. M., Li, M. C., & Chen, T. C. (2018). A collaborative reading annotation system with gamification mechanisms to improve reading performance, 7th International Congress on Advanced Applied Informatics (IIAI-AAI), Yonago, Japan, pp. 188-193, doi: 10.1109/IIAI-AAI.2018.00044.Chen, S. Y., & Huang, P.-R. (2013). The comparisons of the influences of prior knowledge on two game-based learning systems. Computers & Education, 68(1), 177–186.Chen, Y. (2021). Immersive Exhibition (Order No. 28544247). Available from ProQuest Dissertations & Theses A&I; ProQuest Dissertations & Theses Global. (2549669934). Retrieved from https://login.autorpa.lib.nccu.edu.tw/login?url=https://www.proquest.com/dissertations-theses/immersive-exhibition/docview/2549669934/se-2Cheng, M. T., She, H. C., & Annetta, L. A. (2015). Game immersion experience: Its hierarchical structure and impact on game-based science learning: Impact of immersion on learning. Journal of Computer Assisted Learning, 31(3), 232–253. Retrieved from https://doi.org/10.1111/jcal.12066Cheng, M. T., Lin, Y. W., She, H. C., & Kuo, P. C. (2017). Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning. British Journal of Educational Technology, 48(2), 246-263.Chiang, T. H., Yang, S. J., & Hwang, G. J. (2014). An augmented reality-based mobile learning system to improve students’ learning achievements and motivations in natural science inquiry activities. Journal of Educational Technology & Society, 17(4), 352-365.Csikszentmihalyi, M. (1975). Beyond boredom and anxiety: The experience of play in work and leisure. San Fr CA: Jossey-Bass.Dean, D. (2002). Museum Exhibition: Theory and Practice. London and New York: RoutledgeDeterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15).Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May). Gamification: Toward a definition. In CHI 2011 Gamification Workshop Proceedings (Vol. 12, p. 15). Vancouver, BC, Canada: ACM.Feiz, P., Hooman, H. A., & kooshki, S. (2013). Assessing the motivated strategies for learning questionnaire (MSLQ) in Iranian students: construct validity and reliability. Procedia - Social and Behavioral Sciences, 84, 1820–1825. Retrieved from https://doi.org/10.1016/j.sbspro.2013.07.041Fenu, C., & Pittarello, F. (2018). Svevo tour: The design and the experimentation of an augmented reality application for engaging visitors of a literary museum. International Journal of Human-Computer Studies, 114, 20-35.Ferguson, E. S. (1965). Technical museums and international exhibitions. Technology and Culture, 6(1), 30-46.Filippini-Fantoni, S., & Bowen, J. P. (2008). Mobile multimedia: Reflections from ten years of practice. Digital Technologies and the Museum Experience: Handheld Guides and Other Media, 79-96.Giannini, T., & Bowen, J. P. (2016). Curating digital life and culture: Art and information. Electronic Visualisation and the Arts, 237-244.Gopalan, V., Bakar, J. A. A., Zulkifli, A. N., Alwi, A., & Mat, R. C. (2017, October). A review of the motivation theories in learning. In AIP Conference Proceedings (Vol. 1891, No. 1, p. 020043). AIP Publishing LLC.Greenberg, R., Ferguson, B. W., & Nairne, S. (Eds.). (1996). Thinking about Exhibitions (pp. 81-112). London: Routledge.Greenspan, B., & Whitson, J. R. (2013, May). Whether to play or preserve the past?: Creating The Forgotten Worker Quest. In FDG (pp. 298-305).Hall, T., Ciolfi, L., Bannon, L., Fraser, M., Benford, S., Bowers, J., ... & Flintham, M. (2001, November). The visitor as virtual archaeologist: explorations in mixed reality technology to enhance educational and social interaction in the museum. In Proceedings of the 2001 Conference on Virtual Reality, Archeology, and Cultural Heritage (pp. 91-96).Hammady, R., Ma, M., & Strathearn, C. (2020). Ambient information visualisation and visitors’ technology acceptance of mixed reality in museums. Journal on Computing and Cultural Heritage (JOCCH), 13(2), 1-22.Hazan S., Hermon S., Turra R., Pedrazzi G., Franchi M., Wallergard M. (2014), Theory Design - Update on D3.1, State of the Art on Virtual Museums in Europe and Outside Europe, http://www.v-must.net/sites/default/files/D3.1_update.pdfHorie, C. V. (1986). Who is a curator?. Museum Management and Curatorship, 5(3), 267-272.Horn, M., Atrash Leong, Z., Block, F., Diamond, J., Evans, E. M., Phillips, B., & Shen, C. (2012, May). Of BATs and APEs: An interactive tabletop game for natural history museums. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2059-2068). New York, NY: ACM. doi:10.1145/2207676.2208355Howgill, E. (2015). New methods of analysing archival exhibitions. Archives and Records, 36(2), 179-194.Huang, Y., Jiang, Z., Liu, Y., & Wang, Y. (2011). Augmented reality in exhibition and entertainment for the public. Handbook of Augmented Reality, 707-720.Hwang, G.-H., Lee, C.-Y., & Tseng, W.-F. (2012). Development and evaluation of an educational computer game for a certification examination. Journal of Educational Technology Development and Exchange, 5(2). https://doi.org/10.18785/jetde.0502.03Kalfatovic, M. (2001), Online with the show, Library Journal: Net Connect Supplement, Winter, pp. 32‐35.Kallio, H., Pietilä, A. M., Johnson, M., & Kangasniemi, M. (2016). Systematic methodological review: Developing a framework for a qualitative semi-structured interview guide. Journal of Advanced Nursing, 72(12), 2954-2965. Retrieved from https://doi.org/10.1111/jan.13031Kamaruddin, N. (2019). Understanding of Basic Design Process and Techniques for Effective Museum Exhibition Design. vol. VI, no. Vi, 98-101.Khan, I., Melro, A., Amaro, A. C., & Oliveira, L. (2020). Systematic review on gamification and cultural heritage dissemination. Journal of Digital Media & Interaction, 3(8), 19-41.Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward. Cambridge, MA: The Education Arcade.Koć-Januchta, M., Höffler, T., Thoma, G. B., Prechtl, H., & Leutner, D. (2017). Visualizers versus verbalizers: Effects of cognitive style on learning with texts and pictures–An eye-tracking study. Computers in Human Behavior, 68, 170-179.Kolecki, R., Pregowska, A., Dąbrowa, J., Skuciński, J., Pulanecki, T., Walecki, P., ... & Proniewska, K. (2022). Assessment of the utility of mixed reality in medical education. Translational Research in Anatomy, 100214.Kozhevnikov, M. (2007). Cognitive styles in the context of modern psychology: Toward an integrated framework of cognitive style. Psychological bulletin, 133(3), 464.Lake-Hammond, A., & Waite, N. (2010). Exhibition design: Bridging the knowledge gap. The Design Journal, 13(1), 77-98.Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2022). Augmented reality and gamification in education: A systematic literature review of research, applications, and empirical studies. Applied Sciences, 12(13), 6809.Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752-768.Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification science, its history and future: Definitions and a research agenda. Simulation & Gaming, 49(3), 315-337.Leong, S. C., Tang, Y. M., Toh, F. M., & Fong, K. N. (2022). Examining the effectiveness of virtual, augmented, and mixed reality (VAMR) therapy for upper limb recovery and activities of daily living in stroke patients: a systematic review and meta-analysis. Journal of NeuroEngineering and Rehabilitation, 19(1), 1-20.Lewalter, D., Gegenfurtner, A., & Renninger, K. A. (2021). Out-of-school programs and interest: Design considerations based on a meta-analysis. Educational Research Review, 34, 100406.Li Liew, C. (2005). Online Cultural Heritage Exhibitions: A Survey of Information Retrieval Features. Program, 39(1), 4-24. Retrieved from doi:10.1108/00330330510578778.Liew, C. L. “Online Cultural Heritage Exhibitions: A Survey of Information Retrieval Features.” Program: Electronic Library and Information Systems 39, no. 1 (2005): 4–24. doi:10.1108/00330330510578778.MacCallum, K., & Jamieson, J. (2017, October). Exploring augmented reality in education viewed through the affordance lens. In Proceedings of the 8th Annual Conference of Computing and Information Technology Education and Research in New Zealand (pp. 114-120).)Makransky, G., Borre‐Gude, S., & Mayer, R. E. (2019). Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments. Journal of Computer Assisted Learning, 35(6), 691-707.Malegiannaki, I., & Daradoumis, Τ. (2017). Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review. Computers & Education, 108, 1-10.McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin.Mihailidis, P., & Cohen, J. N. (2013). Exploring curation as a core competency in digital and media literacy education. Journal of Interactive Media in Education.Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321-1329.Moro, C., Phelps, C., Redmond, P., & Stromberga, Z. (2021). HoloLens and mobile augmented reality in medical and health science education: A randomised controlled trial. British Journal of Educational Technology, 52(2), 680-694.Navarrete, T. (2019). Digital heritage tourism: innovations in museums. World Leisure Journal, 61(3), 200-214Nechita, F., & Rezeanu, C. I. (2019). Augmenting museum communication services to create young audiences. Sustainability, 11(20), 5830.O’Neill, P. (2007). The curatorial turn: From practice to discourse. Issues in Curating Contemporary Art and Performance, 25.Obrist, H. U., Bovier, L., & Theiler, B. (2008). A Brief History of Curating. Zurique: JRP/Ringier.Oh, E., & Lim, D. (2005). Cross relationships between cognitive styles and learner variables in online learning environment. Journal of Interactive Online Learning, 4(1), 53-66.Oltman, P. K., Raskin, E., & Witkin, H. A. (1971). Group embedded figures test.Pan, Z., Cheok, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1), 20-28.Peterson, J. (2017). Virtual Reality, Augmented Reality, and Mixed Reality Definitions. EMA, version, 1.0, Jul. 7, 2017, 4 pp.Phipps, L., Alvarez, V., de Freitas, S., Wong, K., Baker, M., & Pettit, J. (2016). Conserv-AR: A virtual and augmented reality mobile game to enhance students` awareness of wildlife conservation in western australia. 15th Worid Conference on Mobile and Contextual Learning(mLearn 2016), 1, 214-217.Pillai, A., Sunny, M. S. H., Shahria, M. T., Banik, N., & Rahman, M. H. (2022). Gamification of upper limb rehabilitation in mixed-reality environment. Applied Sciences, 12(23), 12260.Pintrich, P. R., Smith, D. A., Garcia, T., & McKeachie, W. J. (1991). A manual for the use of the Motivated Strategies for Learning Questionnaire (MSLQ). National Center for Research to Improve Postsecondary Teaching and Learning. Ann Arbor: University of Michigan.Plecher, D. A., Wandinger, M., & Klinker, G. (2019, March). Mixed reality for cultural heritage. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 1618-1622). IEEE.Rubino, I., Barberis, C., Xhembulla, J., & Malnati, G. (2015). Integrating a location-based mobile game in the museum visit: Evaluating visitors’ behaviour and learning. Journal on Computing and Cultural Heritage (JOCCH), 8(3), 1-18.Russo, A. (2011). Transformations in cultural communication: Social media, cultural exchange, and creative connections. Curator: The Museum Journal, 54(3), 327-346.Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112.Saleem, A. N., Noori, N. M., & Ozdamli, F. (2022). Gamification applications in E-learning: A literature review. Technology, Knowledge and Learning, 27(1), 139-159.Sheldon, L. (2020). The Multiplayer Classroom: Designing Coursework as a Game. (2nd ed.). CRC Press.Shute, V. J., & Ke, F. (2012). Games, learning, and assessment. Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives, 43-58.Smiderle, R., Rigo, S. J., Marques, L. B., Peçanha de Miranda Coelho, J. A., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1), 1-11.Suits, B. (2014). The Grasshopper-: Games, Life and Utopia. Broadview PressSutherland, I. E. (1968, December). A head-mounted three dimensional display. In Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I (pp. 757-764).Tang, Y. M., Au, K. M., Lau, H. C., Ho, G. T., & Wu, C. H. (2020). Evaluating the effectiveness of learning design with mixed reality (MR) in higher education. Virtual Reality, 24(4), 797-807.Tassone, A., Liu, J. J., Reed, M. J., & Vickers, K. (2020). Multitasking in the classroom: Testing an educational intervention as a method of reducing multitasking. Active Learning in Higher Education, 21(2), 128-141.Velev, D., & Zlateva, P. (2017). Virtual reality challenges in education and training. International Journal of Learning and Teaching, 3(1), 33-37.Vlahakis, V., Karigiannis, J., Tsotros, M., Gounaris, M., Almeida, L., Stricker, D., ... & Ioannidis, N. (2001). Archeoguide: first results of an augmented reality, mobile computing system in cultural heritage sites. Virtual Reality, Archeology, and Cultural Heritage, 9(10.1145), 584993-585015.Wang, D. (2018). Gamified learning through unity 3D in visualizing environments. Neural Computing and Applications, 29(5), 1399-1404.Wang, N., & Shen, X. (2013, August). The research on interactive exhibition technology of digital museum resources. In 2013 IEEE International Conference on Green Computing and Communications and IEEE Internet of Things and IEEE Cyber, Physical and Social Computing (pp. 2067-2070). IEEE.Wilke, R. R. (2003). The effect of active learning on student characteristics in a human physiology course for nonmajors. Advances in physiology education, 27(4), 207-223.Wilson, M., & O`neill, P. (2010). Curatorial counter-rhetorics and the educational turn. Journal of Visual Art Practice, 9(2), 177-193.Wulandari, N. H., Widayati, K. A., & Suryobroto, B. (2016). Cognitive style and creative quality: Influence on academic achievement of university students in Indonesia. HAYATI Journal of Biosciences, 23(3), 121-124.Yi, J. H., & Kim, H. S. (2021). User experience research, experience design, and evaluation methods for museum mixed reality experience. Journal on Computing and Cultural Heritage (JOCCH), 14(4), 1-28.Zancanaro, M., Stock, O., & Alfaro, I. (2003). Using cinematic techniques in a multimedia museum guide. In Proceedings of Museums and the Web.Zhang, H., Cui, Y., Shan, H., Qu, Z., Zhang, W., Tu, L., & Wang, Y. (2020, June). Hotspots and trends of virtual reality, augmented reality and mixed reality in education field. In 2020 6th International Conference of the Immersive Learning Research Network (iLRN) (pp. 215-219). IEEE.Zhou, Y., Chen, J., & Wang, M. (2022). A meta-analytic review on incorporating virtual and augmented reality in museum learning. Educational Research Review, 100454. zh_TW