z-logo
open-access-imgOpen Access
Implementation of Gamification to Improve Learning in Museum
Publication year - 2018
Publication title -
journal of engineering and science research
Language(s) - English
Resource type - Journals
ISSN - 2289-7127
DOI - 10.26666/rmp.jesr.2018.1.11
Subject(s) - order (exchange) , code (set theory) , computer science , atmosphere (unit) , multimedia , mobile device , world wide web , physics , set (abstract data type) , finance , economics , thermodynamics , programming language
The traditional role of museum is to collect objects and materials of cultural, religious and historical importance, preserve them, research into them and present them to the public for the purpose of education and enjoyment. However, people have started to avoid going there since the atmosphere offered there is monotonous and people would rather choose to easily search for the wanted information through their mobile device. So, in order to raise people’s motivation and effectiveness in learning through museum, gamification method could be implemented in museum visits. Gamification refers to the use of game elements and gamedesign techniques in non-game contexts. Through this research, a gamification system with QR Code technology approach will be created. In order to achieve the system’s goal, Spiral Model is used to develop the application. While to evaluate the learning aspect, two out of four levels of Kirkpatrick model will be used which are reaction and learning.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here