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Augmented Reality and Museum Education: Rethinking Interactive Learning Experiences in Museums

image of Augmented Reality and Museum Education: Rethinking Interactive Learning Experiences in Museums

The digital era creates new opportunities for museum educators to enhance visitors' interaction, play, and learning with exhibits and objects. Although museum-based studies suggest that new technologies can assist in communicating science and enhancing science learning (Heath & vom Lehn, 2008), little is yet known about the use of augmented reality (AR) in and for museum education in Canada and internationally. Through presenting an AR project that took place at Science World in Vancouver, BC, this chapter offers insights into ways of harnessing AR in a museum exhibit. The chapter considers how the AR-integrated museum exhibit can enhance visitors' interactive learning experiences with virtual objects: a pedagogical approach combining technology, artifacts, and spaces. In doing so, this chapter contributes to the discourse on interactivity in museum settings and suggests design strategies to re-envision museum visitors' interactivity and learning through AR technology.

Keywords: active learning ; AR design and development in education ; AR design strategies ; AR-integrated exhibit ; bee ; experiential learning ; human and nonhuman connections ; immersive learning ; interactivity in museum education ; participatory learning ; science education ; STEM education ; strategies for developing AR in education ; UI abd UX in AR ; visualizing invisible world

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References

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  23. Kenderdine, S. (2013). “Pure Land”: Inhabiting the Mogao Caves at Dunhuang. Curator: The Museum Journal, 56(2), 199218. https://doi.org/10.1111/cura.12020
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  28. Martínez, H. V. (2021). When digitization is not enough. A perspective from the museum field in the digital age. Journal of Multicultural Discourses, 16(1), 4252. https://doi.org/10.1080/17447143.2020.1859518
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References

  1. Asai, K. , Sugimoto, Y. , & Billinghurst, M. (2010). Exhibition of lunar surface navigation system facilitating collaboration between children and parents in science museum. In S. N. Spencer (Ed.), VRCAI '10: Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry (pp. 119124). https://doi.org/10.1145/1900179.1900203
    [Google Scholar]
  2. Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), 355385.
    [Google Scholar]
  3. Bell, D. R. , & Smith, J. K. (2020). Inside the digital learning laboratory: New directions in museum education. Curator: The Museum Journal, 63(3), 371386. https://doi.org/10.1111/cura.12376
    [Google Scholar]
  4. Bernarduzzi, L. F. , Bernardi, E. M. , Ferrari, A. , Garbarino, M. C. , & Vai, A. (2021). Augmented reality application for handheld devices: How to make it hAPPen at the Pavia University History Museum. Science & Education, 30, 755773. https://doi.org/10.1007/s11191-021-00197-z254
    [Google Scholar]
  5. Billock, J. (2017, 29 June). Five augmented reality experiences that bring museum exhibits to life. Smithsonian Magazine. https://www.smithsonianmag.com/travel/expanding-exhibits-augmented-reality-180963810/
  6. Bozdoğan, K. (2020). A bibliometric analysis of educational studies about “museum education.” Participatory Educational Research, 7(3), 161179. https://doi.org/10.17275/per.20.40.7.3
    [Google Scholar]
  7. Capuano, N. , Gaeta, A. , Guarino, G. , Miranda, S. , & Tomasiello, S. (2016). Enhancing augmented reality with cognitive and knowledge perspectives: A case study in museum exhibitions. Behaviour & Information Technology, 35(11), 968979. https://doi.org/10.1080/0144929X.2016.1208774
    [Google Scholar]
  8. Carmigniani, J. , Furht, B. , Anisetti, M. , Ceravolo, P. , Damiani, E. , & Ivkovic, M. (2011). Augmented reality technologies, systems and applications. Multimedia Tools and Applications, 51, 341377. https://doi.org/10.1007/s11042-010-0660-6
    [Google Scholar]
  9. Challenor, J. , & Ma, M. (2019). A review of augmented reality applications for history education and heritage visualisation. Multimodal Technologies and Interaction, 3(2), 39. https://doi.org/10.3390/mti3020039
    [Google Scholar]
  10. Chang, E. (2006). Interactive experiences and contextual learning in museums. Studies in Art Education, 47(2), 170186. https://doi.org/10.1080/00393541.2006.11650492
    [Google Scholar]
  11. Chang, K.-E. , Chang, C.-T. , Hou, H.-T. , Sung, Y.-T. , Chao, H.-L. , & Lee, C.-M. (2014). Development and behavioural pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71, 185197. https://doi.org/10.1016/j.compedu.2013.09.022
    [Google Scholar]
  12. Chen, C.-Y. , Chang, B.-R. , & Huang, P.-S. (2014). Multimedia augmented reality information system for museum guidance. Personal and Ubiquitous Computing, 18, 315322. https://doi.org/10.1007/s00779-013-0647-1
    [Google Scholar]
  13. Coates, C. (2021, 17 July). How museums are using augmented reality. Museum Next. https://www.museumnext.com/article/how-museums-are-using-augmented-reality/
  14. Elinich, K. J. (2011). Augmented hands-on: An evaluation of the impact of augmented reality technology on informal science learning behaviour [Doctoral dissertation, Pepperdine University]. https://digitalcommons.pepperdine.edu/etd/117
  15. Fenu, 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, 2035. https://doi.org/10.1016/j.ijhcs.2018.01.009
    [Google Scholar]
  16. Gimeno, J. , Portalés, C. , Coma, I. , Fernández, M. , & Martínez, B. (2017). Combining traditional and indirect augmented reality for indoor crowded environments. A case study on the Casa Batlló museum. Computers & Graphics, 69, 92103. https://doi.org/10.1016/j.cag.2017.09.001
    [Google Scholar]
  17. Hall, T. , & Bannon, L. (2006). Designing ubiquitous computing to enhance children's learning in museums. Journal of Computer Assisted Learning, 22(4), 231243. https://doi.org/10.1111/j.1365-2729.2006.00177.x
    [Google Scholar]
  18. Han, D. , Li, X. , & Zhao, T. (2017). The application of augmented reality technology on museum exhibition: A museum display project in Mawangdui Han dynasty tombs. In S. Lackey & J. Chen (Eds.), VAMR 2017: Virtual, augmented and mixed reality (pp. 394403). https://doi.org/10.1007/978-3-319-57987-0_32255
    [Google Scholar]
  19. Harrington, M. C. R. , Tatzgern, M. , Langer, T. , & Wenzel, J. W. (2019). Augmented reality brings the real world into natural history dioramas with data visualizations and bioacoustics at the Carnegie Museum of Natural History. Curator: The Museum Journal, 62(2), 177193. https://doi.org/10.1111/cura.12308
    [Google Scholar]
  20. He, Z. , Wu, L. , & Li, X. (2018). When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions. Tourism Management, 68, 127139. https://doi.org/10.1016/j.tourman.2018.03.003
    [Google Scholar]
  21. Herman, A.-M. (2019). How (repeat) museum displays are always experimental: (Re-)making MUM and the city-laboratory. International Journal of Heritage Studies, 25(8), 796807. https://doi.org/10.1080/13527258.2018.1544921
    [Google Scholar]
  22. Jahreie, C. F. , Arnseth, H. C. , Krange, I. , Smørdal, O. , & Kluge, A. (2011). Designing for play-based learning of scientific concepts: Digital tools for bridging school and science museum contexts. Children, Youth and Environments, 21(2), 236255.
    [Google Scholar]
  23. Kenderdine, S. (2013). “Pure Land”: Inhabiting the Mogao Caves at Dunhuang. Curator: The Museum Journal, 56(2), 199218. https://doi.org/10.1111/cura.12020
    [Google Scholar]
  24. Kennedy, A. A. U. , Thacker, I. , Nye, B. D. , Sinatra, G. M. , Swartout, W. , & Lindsey, E. (2021). Promoting interest, positive emotions, and knowledge using augmented reality in a museum setting. International Journal of Science Education, Part B: Communication and Public Engagement, 11(3), 242258. https://doi.org/10.1080/21548455.2021.1946619
    [Google Scholar]
  25. Kyriakou, P. , & Hermon, S. (2019). Can I touch this? Using natural interaction in a museum augmented reality system. Digital Applications in Archaeology and Cultural Heritage, 12, e00088. https://doi.org/10.1016/j.daach.2018.e00088
    [Google Scholar]
  26. Lee, J. , Lee, H.-K. , Jeong, D. , Lee, J. , Kim, T. , & Lee, J. (2021). Developing museum education content: AR blended learning. International Journal of Art & Design Education, 40(3), 473491. https://doi.org/10.1111/jade.12352
    [Google Scholar]
  27. Marques, D. , & Costello, R. (2018). Concerns and challenges developing mobile augmented reality experiences for museum exhibitions. Curator: The Museum Journal, 61(4), 541558. https://doi.org/10.1111/cura.12279
    [Google Scholar]
  28. Martínez, H. V. (2021). When digitization is not enough. A perspective from the museum field in the digital age. Journal of Multicultural Discourses, 16(1), 4252. https://doi.org/10.1080/17447143.2020.1859518
    [Google Scholar]
  29. Matuk, C. (2016). The learning affordances of augmented reality for museum exhibits on human health. Museums & Social Issues, 11(1), 7387. https://doi.org/10.1080/15596893.2016.1142815
    [Google Scholar]
  30. Millar, H. (2021, May 18). The importance of bees to humans, the planet, and food supplies. Medical News Today. https://www.medicalnewstoday.com/articles/why-are-bees-important-to-humans
  31. Moorhouse, N. , tom Dieck, M. C. , & Jung, T. (2019). An experiential view to children learning in museums with augmented reality. Museum Management and Curatorship, 34(4), 402418. https://doi.org/10.1080/09647775.2019.1578991
    [Google Scholar]
  32. Science World. (2015, 13 April). A new home for our #swBees. ASTC Science World Society. https://www.scienceworld.ca/stories/new-home-our-swbees/256
  33. Simon, N. (2010). The participatory museum. Museum 2.0. https://www.participatorymuseum.org/
    [Google Scholar]
  34. Szymanski, M. H. , Aoki, P. M. , Grinter, R. E. , Hurst, A. , Thornton, J. D. , & Woodruff, A. (2008). Sotto voce: Facilitating social learning in a historic house. Computer Supported Cooperative Work, 1, 534. https://doi.org/10.1007/s10606-007-9067-y
    [Google Scholar]
  35. Torres-Ruiz, M. , Mata, F. , Zagal, R. , Guzmán, G. , Quintero, R. , & Moreno-Ibarra, M. (2020). A recommender system to generate museum itineraries applying augmented reality and social-sensor mining techniques. Virtual Reality, 24(1), 175189. https://doi.org/10.1007/s10055-018-0366-z
    [Google Scholar]
  36. Weber, B. (2020, 7 February). Bees disappearing due to climate change. Canada's National Observer. https://www.nationalobserver.com/2020/02/07/news/bees-disappearing-due-climate-change
  37. Yoon, S. A. , Anderson, E. , Park, M. , Elinich, K. , & Lin, J. (2018). How augmented reality, textual, and collaborative scaffolds work synergistically to improve learning in a science museum. Research in Science & Technological Education, 36(3), 261281. https://doi.org/10.1080/02635143.2017.1386645
    [Google Scholar]
  38. Yoon, S. A. , & Wang, J. (2014). Making the invisible visible in science museums through augmented reality devices. TechTrends, 58, 4955. https://doi.org/10.1007/s11528-013-0720-7
    [Google Scholar]
/content/books/9781789389166.c18
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