Education in Museums: The Interactive Methods and Educational Functions of Serious Games
摘要
In the past decade, museums have increasingly moved towards a hybrid digital/physical space for visits [1]. Digitalization is being integrated into museum practice in many ways. Based on the concept of "edutainment" using digital interactive technologies in museums, the use of serious games in museums has emerged [2]. Today, many cases show the development process of serious games in museums, but the impact of serious games on museum education and the interaction between serious games and museum spaces are relatively new research directions. The purpose of this paper is to investigate the educational and entertainment aspects of museums and promote museum design by studying the relationship between serious games and museum spaces and visitors. Through case study methodology, the focus of this paper is to analyze 4 selected cases of serious games in exhibition spaces Serious games involve a variety of technologies and interaction methods, so it is necessary to understand the direction and audience of serious game development. The result of the research shows that serious games help museums fulfill their educational responsibilities. However, the use of serious games is affected by the museum space and exhibition type, and different adjustments need to adjust according to the four types of digital display(browsing, viewing, exploration, and reconstruction) derived from complex display forms and interactive method [3]. Although there are existing researches on how serious games in museums helps museum education, most of the research focuses on the uniqueness of museum education, and lacks research on the relationship between serious games and museum space. This article provides a reference for the use of serious games in museums, and helps the development of museum education from the perspective of exhibition types.