Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage

Kalliopi Kontiza, Antonios Liapis, C. Jones
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引用次数: 3

Abstract

When evaluating the effectiveness of gamified app experiences in cultural heritage venues in terms of informal learning outcomes, a core challenge is the complexity involved in assessing intangible measures such as visitors’ appraisal of artwork. A comprehensive summary of the literature for conducting museum visitor evaluations is needed in order to understand how to measure the impact of gamification on user engagement, and the enhancement of the cultural heritage experience on learning. This paper first reviews related literature regarding the application of intrusive versus non-intrusive user evaluation methods, focusing on the REMIND protocol for conducting experiments with museum visitors. We relay our findings when applying the REMIND protocol in four gamified cultural heritage applications in the CrossCult project. Focusing on the assessment of informal learning in an application specifically designed for the visitors of the National Gallery of London, the paper concludes with recommendations, challenges, and future steps in evaluating games for cultural heritage.
重温参观画廊的体验:文化遗产游戏中非正式学习的评价方法
在评估文化遗产场所游戏化应用体验在非正式学习成果方面的有效性时,一个核心挑战是评估无形指标(如游客对艺术品的评价)所涉及的复杂性。为了了解如何衡量游戏化对用户参与的影响,以及文化遗产体验对学习的增强,需要对进行博物馆游客评估的文献进行全面总结。本文首先回顾了有关侵入式和非侵入式用户评价方法应用的相关文献,重点介绍了博物馆游客实验中的提醒协议。当我们在CrossCult项目的四个游戏化文化遗产应用中应用提醒协议时,我们传递了我们的发现。本文关注的是为伦敦国家美术馆(National Gallery of London)的参观者专门设计的一款应用程序中的非正式学习评估,最后提出了评估文化遗产游戏的建议、挑战和未来步骤。
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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