Educational Games of Museums: A Literature Review

IF 2.4 2区 文学 Q1 COMMUNICATION
Jingwen Zhang, Tong Zhu, Xinyi Chang
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引用次数: 0

Abstract

On the basis of theoretical verification and case support of gamified learning effects, educational games have been widely valued by museum education providers for their advantages in enhancing users’ intrinsic motivation, building interactive experiences, and creating social situations. This paper attempts to analyze the learning theories, game elements, and positive effects of specific educational games by conducting an integrated review of the current museum educational game literature in academia and selecting 24 thematic papers from the period 2017–2022. Based on the literature review, it is hoped that the advantages and limitations of current museum educational games can be illustrated to a certain extent, and the value of the games for education and enjoyment can be explored and utilized to provide reference for the design and development and continuous optimization of future museum educational games and promote the further deepening of museum educational functions.
博物馆的教育游戏:文献综述
在游戏化学习效果的理论验证和案例支持基础上,教育游戏因其在提升用户内在动力、构建互动体验、营造社交情境等方面的优势,受到博物馆教育机构的广泛重视。本文试图通过对当前学术界的博物馆教育游戏文献进行综合梳理,选取2017-2022年间的24篇专题论文,分析具体教育游戏的学习理论、游戏要素和积极效果。在文献综述的基础上,希望能在一定程度上说明当前博物馆教育游戏的优势和局限,挖掘和利用游戏寓教于乐的价值,为今后博物馆教育游戏的设计开发和不断优化提供参考,促进博物馆教育功能的进一步深化。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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