A META-ANALYSIS OF SERIOUS MOBILE GAMES TO SUPPORT MUSEUM’S INFORMAL EDUCATIONAL

Meng Wang, M. Nunes
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Abstract

This paper uses a meta-analysis approach to explore the state-of-the-art of the use of mobile devices to support gamification for informal learning in museum contexts. This study addresses a complex interdisciplinary type of research where information technology is the catalyzer for a complex intersection of museology, information science and educational studies, and aims at helping game designers, museum educators and educational practitioners on their decision making concerning the selection of IoT components of serious mobile games. Specifically, the paper focuses on investigating IoT technological architectures and IoT technological affordances to serve the diversity of functions and features that can be used by different types of games. As a result, this paper presents 5 main categories of IoT technologies used for serious mobile games in museums and illustrates how each type of well-known types of games implements their functions and features through IoT. The paper recommends that for mobile technologies location aware architectures are crucial and the foundation for design and development of exploratory and geolocation serious mobile games for museums.
对支持博物馆非正式教育的严肃手机游戏的元分析
本文采用荟萃分析的方法来探索博物馆背景下使用移动设备来支持非正式学习游戏化的最新技术。本研究解决了一个复杂的跨学科类型的研究,其中信息技术是博物馆学,信息科学和教育研究的复杂交叉点的催化剂,旨在帮助游戏设计师,博物馆教育工作者和教育从业者在选择严肃手机游戏的物联网组件方面做出决策。具体来说,本文侧重于研究物联网技术架构和物联网技术支持,以服务于不同类型游戏可使用的各种功能和特性。因此,本文提出了5类主要用于博物馆严肃手机游戏的物联网技术,并说明了每种知名类型的游戏如何通过物联网实现其功能和特性。本文建议,对于移动技术来说,位置感知架构是至关重要的,它是为博物馆设计和开发探索性和地理定位类手机游戏的基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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