Virtual Museums as Learning Agents
Abstract
:1. Introduction
- Analyses of mobile virtual museum applications with previously developed and approbated evaluation rubric [3], which is updated for the needs of this research from three perspectives that synergistically complement each other: (i) Technical performance; (ii) information architecture; and (iii) educational value, using the principles of transcendental design
- Quantitative analyses of the data collected to find out the best apps from an educational perspective and qualitative data analyses by using hermeneutic design to interpret the resulting data.
- -
- The author used the developed and validated evaluation rubric [3], which was updated to add more structure and a few more criteria (see Appendix A).
- -
- Applications were searched for on the App Store using the keywords “virtual museums”, and 56 virtual museum applications were found to be available at the time of the research. After their initial evaluation, 36 applications were evaluated in accordance with the developed evaluation rubric and 13 apps were chosen for in-depth analyses.
- -
- The obtained results were analyzed from a learning perspective, using quantitative and qualitative data analysis methods.
2. Virtual Museums as Learning Agents
2.1. Learning in Museums
- i)
- Where virtual reality (VR) experiences can be enjoyed in specially created VR theatres using the necessary hardware, software headsets, multi-projected environments, and physical environments to produce real-life images, sounds, and other sensations [4] that are transferred to the VR user through virtual simulation and the transfer of this experience is mediated through a mobile device, tablet, console or computer [5];
- ii)
- Where visual experiences can be complemented by a variety of immersive experiences (haptic, smell, temperature, etc.);
- iii)
- Where the VR environment is mixed with the real environment—it is also possible to extend their range of use.
- To interest society in museum collections because virtual solutions allow people to explore other dimensions of information and one of the challenges facing museums is fighting for visitors’ interest;
- To display artefacts and situations that would otherwise not have been displayed, such as artefacts that no longer exist or historical situations that are no longer experienced;
- To preserve and allow access to a variety of exhibitions that an individual can visit virtually without time and national boundaries, as exhibitions are variable, but preserving them virtually can preserve contemporary history, thus, contributing to the sustainability of cultural values;
- To contribute to the development of an inclusive society, as access to museum experiences in this way is more accessible, both in terms of physical access (such as people with reduced mobility) and in terms of cost (for example, getting to a museum in Paris can be quite an expensive adventure).
- i)
- It is possible to augment analogue reality with digital information;
- ii)
- Integration takes place in real time and in a coordinated way;
- iii)
- They facilitate combining different resources: Text, websites, video, audio and 3D;
- iv)
- They are interactive; and
- v)
- The involvement of the individual is necessary for the creation of the content [29].
2.2. Smart Learning Environments
- i)
- Conceptualization (where the learner learns and interprets different facts, concepts and theories and receives information);
- ii)
- Construction (where the learner evaluates facts and concepts, applies knowledge in an interactive way, solves or analyzes problems, tests the use of concepts in new situations, and observes real-life experiences by building on his/her own knowledge of the experience);
- iii)
- Discussion (the learner discusses what he/she has learned and his/her own learning) [47].
- i)
- To explore the potential of using these experiences from a subject-oriented perspective and from the perspective of motivation and [50] cognition sensory development, emotional development and/or the development of specific skills [51,52]. In general, this could be defined as the learning outcome perspective. For example, learning about the events of a historical period, getting into that environment, or accessing places that would not otherwise be available.
- ii)
- To identify gaps in the supply of these experiences and to fill them with other pedagogical activities. For example, evaluating whether a particular virtual museum includes an aspect of assessing learning outcomes or whether it is appropriate for students with different learning needs.
- iii)
- To help students navigate through a range of experiences and use these virtual museums as learning agents. For example, if students have a desire to learn about the architecture of a historical period or if students need to learn how to deal with hazardous substances, etc. then virtual solutions can provide them with such opportunities.
- iv)
- To help teachers scaffold learning to enable the students to become skilled users of technology and creators of new technological solutions. For example, if a teacher is working with students to evaluate a museum’s technology solution and look for ways to improve it, such as improving the layout of artefacts, improving visual graphics, changing the information flow, and so on.
3. Research Design Methodology
4. Research Results and Analyses
4.1. Quantitative Results of Analyses
4.1.1. Technical Performance and Information Architecture
4.1.2. Educational Value
4.2. Hermeneutic Data Analysis
5. Discussion
- i)
- Educators who want to expand their learning environment by offering virtual museum solutions;
- ii)
- Learning designers, who will want to evaluate their developed virtual museums from the three perspectives on offer;
- iii)
- museum staff who want the materials they offer to be used not only for entertainment, but also for educational purposes.
6. Conclusions
Funding
Acknowledgments
Conflicts of Interest
Appendix A
- Technological solutions
- Information architecture
- Educational value
Structure of the material | The content is well structured | The content is structured but the structure is not logical | The content is fragmented and not structured according to some kind of logic |
□ | □ | □ | |
Comments can be added here: | |||
Use of the material | It is easy to understand how to use the material | It is not very understandable how to use the material | It is hard to understand how the material should be used |
□ | □ | □ | |
Comments can be added here: | |||
The graphics of the material | The graphical elements are well structured and visualizations are in high quality | The graphical elements are randomly structured and visualizations could be of a better quality | The graphical elements are poorly structured and visualizations are in low quality |
□ | □ | □ | |
Comments can be added here: | |||
Artifacts are aesthetically manifested | All artifacts are represented by the harmonious coming together of the parts; the juxtaposition of the structural elements in space represents the identity of the design through its composition or configuration | The main artifacts are aesthetically manifested, but there are some problems with the juxtaposition of the structural elements or with their composition or configuration | There are quite a lot of problems with the juxtaposition of the structural elements in space and their composition or configuration |
□ | □ | □ | |
Comments can be added here: | |||
Dimensions of the artifact | It is easy to move the artifact and see it from different dimensions (outside and inside) | It is possible to move the artifact and see it from different outside dimensions | It is possible to see the artifact only from a few outside dimensions |
□ | □ | □ | |
Comments can be added here: | |||
Transferability of the artifact | It is easy to transverse the artifact in smaller details | It is possible to transverse the artifact in a few details | It is not possible to transverse the artifact in detail |
□ | □ | □ | |
Comments can be added here: | |||
Interactivity of the material | There are different forms of interactivity | There is some interactivity | People cannot interact with the material |
□ | □ | □ | |
Comments can be added here: | |||
Possibility to interact with the narrator | There is a possibility to talk with the narrator (visible person) | There is a narrator (visible person) who provides information but there is no possibility to interact with him/her | There is no narrator present as a visible person |
□ | □ | □ | |
Comments can be added here: | |||
Possibilities for people with special needs | The material is prepared in a way that people with diverse special needs can use it, and it is clearly indicated how to use it | The material is prepared in a way that people with some specific special needs can use it, but it is not available for all groups of special needs, and it is indicated which groups can use it | The material is prepared for the general public, and there is no possibility to switch the way in which the information is provided |
□ | □ | □ | |
Comments can be added here: | |||
The risk of cybersickness | The risk of cybersickness is completely reduced | The risk of cybersickness can be a problem for some groups of people | There is a high risk of cybersickness |
□ | □ | □ | |
Comments can be added here: | |||
Perception of the material | It is easy to perceive the material | The material is well prepared but sometimes it is hard to perceive due to the complexity of the information | It is hard to perceive the material |
□ | □ | □ | |
Comments can be added here: | |||
Structure of the information provided | The information provided is well structured and easy to understand | Some parts of the information are well structured but some information lacks structure and it is not easy to understand | There is no structured information provided |
□ | □ | □ | |
Comments can be added here: | |||
Information provided during the use of the material | All the information is given in an easy to understand way even without previous knowledge on the topic | Some parts of the information are given in an easy to understand way, but some parts are hard to understand without previous knowledge on the topic | The information is hard to understand (due to complexity, fragmentation or other problems) |
□ | □ | □ | |
Comments can be added here: | |||
The sequence of information flow | The sequence of the information flow can be changed according to the decision of the person who explores the material | Some parts of the information can be skipped or changed | The sequence of the information flow cannot be changed according to the decision of the person who explores the material |
□ | □ | □ | |
Comments can be added here: | |||
Information about the historical period of the artifact | Information about the historical period is given and it is clear to understand | Information about the historical period is given but it is hard to understand | Information about the historical period is not given |
□ | □ | □ | |
Comments can be added here: | |||
Information about the place of origin of the artifact | Information about the place of origin of the artifact is given and it is clear to understand | Information about the place of origin of the artifact is given but it is hard to understand | Information about the place of origin of the artifact is not given |
□ | □ | □ | |
Comments can be added here: | |||
Additional information is given in audial form | A lot of additional information in audial form is given | Some additional information in audial form is given | No additional information in audial form is given |
□ | □ | □ | |
Comments can be added here: | |||
Additional information is given in written form | A lot of additional information in written form is given | Some additional information in written form is given | No additional information in written form is given |
□ | □ | □ | |
Comments can be added here: | |||
Connectivity with other information | There is smooth connectivity with other parts of the information, other artifacts, other historical facts, etc. | There is fragmented connectivity with other parts of the information, other artifacts, other historical facts, etc. | There is no connectivity with other information |
□ | □ | □ | |
Comments can be added here: | |||
Knowledge test | The possibility to test knowledge is included in different parts of the material and on different aspects of the information provided | There is a possibility to test knowledge, but it is only on a few aspects of the material | There is no possibility to test the knowledge included |
□ | □ | □ | |
Comments can be added here: | |||
Possibility to organize group activities | It is possible to organize group activities for an unlimited number of participants | It is possible to organize group activities for small groups (up to 3 people) | It is not possible to organize any group activities while interacting with the VR experience |
□ | □ | □ | |
Comments can be added here: | |||
Elements of gamification | Elements of gamification are used to attract people and to keep them focused | Some elements of gamification are used but on a fragmented basis | Elements of gamification are not used |
□ | □ | □ | |
Comments can be added here: | |||
The material challenges the user to find out more information | The material is developed in a way to challenge the user to find out more information | There are some elements that challenge the user but these are not used on a regular basis | The material does not challenge the user to find out more information |
□ | □ | □ | |
Comments can be added here: | |||
Focus of attention | The material is developed in a way that keeps the user’s attention focused on the experience all the time | There are some parts where the focus of the user’s attention is stimulated but not throughout the experience | The material is interesting but there are no specific features to capture the attention of the user |
□ | □ | □ | |
Comments can be added here: | |||
The age group for which the material can be used | Adults (18+) | School-age children (7-18) | Minors (up to 7) |
□ | □ | □ | |
Comments can be added here: |
Appendix B
- Chateu de Versailes
- PompieTouch
- NEFERTITI VR by EON
- National Museum of Iraq
- Macao Museum
- Bosch VR
- MagiChapel
- Civilisations
- Memory Museum
- Batle of Batina Memorial museum
- Universal Museum of Art
- Toumanian museum
- Museum of Applied Arts Budapest
- Pompeii
- Houghton Revisited
- Colm Cille
- Never built New York
- Nicola Tesla experience
- Asolo
- Haramain exhibition
- Bilbo
- Museo del San Michele
- Viewmuseum
- Tank tour
- Hermes
- Hermitage
- Daily Art
- Muzeum Archeologiczne
- BMW museum
- Rijks Museum
- Edu Must
- Toile de Joy
- Museum of Portimao
- Dinaledi
- Solar System
- Museum of Architecture
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Technical Solutions | ||
---|---|---|
Criteria | Avg. Mean | Comments |
Structure of the material | 2.39 | Most of the virtual museums’ material has a clear structure. For most of the museums, two to eight languages are available |
Use of the material | 2.58 | It is easy to understand how to use the material; in some cases, there is an introduction to the material and an explanation of how to use it. Some of the materials lack instructions but the user can understand the principles because the material is developed with intuitive logic, but there are also cases where the logic of the material is unclear (Colm Cille). There are also cases where there is no option to go back to the previous stage and the only option is to close the app (Colm Cille). In the case of the UMA (Universal Museum of Art), there are several exhibitions (9) and several tours (3). There are also 6 upcoming exhibitions. |
The graphics of the material | 2.56 | For most of the museums, the graphics were well developed, and in cases where photos were used, they were high quality. There were two apps where the graphics can be changed. In one case (Pompeii) there were three levels—one where the user can see how the building looks now, another where the user can see how the building looked in ancient times, and a third where the user can add people into the landscape. Another app was Bilbo (not included in the deeper analyses), where the user could change the time of day and see how the buildings look in daylight and how they look during the night. For Tank Tour, all the visual elements are in high quality except the historical videos, which are in a lower quality as they were taken in a particular time. Unfortunately there were quite a few museums calling themselves a virtual museum where a 360° camera was used as the only technical solution (for example Macao Museum, Battle of Batina) |
Artifacts are aesthetically manifested | 2.44 | In the case of the Magi Chapel, all the information given is about one fresco. The artefacts (art pieces) are exhibited as a whole and can be zoomed in on to see the details at the Museum of Applied Arts Budapest. In Pompeii, the artefacts are located to give an impression of how it looked in ancient times compared to how it looks now. There is also the possibility to switch on a function where you can see the people in these buildings. This helps to understand what kind of purposes the building was used for and also gives an impression of how people were dressed. In Colm Cille, the developers have kept the artefacts as they are now, but for some artefacts, about which it is said that they are lost, high quality solutions are used to show how they may have looked. In Dinaledi, the VR experience in the cave is very realistic and bones are located in the places where they were found by scientists. In UMA, all the exhibitions and materials are well represented and it seems like a real exhibition. Daily Art shows one masterpiece per day with information about it and links to other information. |
Dimensions of the artifact | 1.56 | When experiencing the material of the Magi Chapel, it is easy to move around in 360° and see all the details from different dimensions. The size of this Magi Chapel was based on the original architecture and dimensions but it is not possible to move things around. Possibilities to see artefacts from different dimensions were only available for a few museums (Civilisations, Colm Cille, Magi Chapel). It was possible to see art pieces’ smaller details by zooming in on the details. In Colm Cille it is possible to read about the majority of the artefacts, but there are some that can only be seen in the hall and are not reachable. |
Transferability of the artifact | 1.36 | Just a few virtual museums provided the opportunity to transverse the artefacts in detail. For some of the museums it is not necessary to transform the art pieces if the details can be zoomed in on, but historical museums or technical museums would benefit from such an option. Artefacts are easy to transverse in the Civilisations app and some of the artefacts are transversable in Colm Cille. In the Pompeii app it was possible to transverse part of the building to see how it looked in ancient times and part of it could be left in the way it looks now to see the contrast. |
Interactivity of the material | 1.56 | Only a few materials have been developed to ensure the users’ interaction with the museum. In most cases, the only interactivity is to choose the sequence of the information and the possibility to zoom in on the picture. In Pompeii Touch, the material can be transferred and the visitor can look at the artefact as it looks now, the scene can be changed to see how it looked in times when people lived there, and people can be added to the scene. Some artefacts are movable. For Magi Chapel, the user can choose a point on the fresco they want to listen and learn about, and the background will change to the one they pick. This is the only form of interactivity between this product and the experiencer. In Pompeii it is possible to interact with the material by adding people and changing the landscape from that of ancient times to nowadays and vice versa by using the erase function. In Colm Cille it is possible to transverse artefacts and interact with the scene. |
Possibility to interact with the narrator | 1.06 | Of all 36 museums, only two had an option to listen to the narrator. In the Nikola Tesla Experience it was Tesla himself who told the stories, and in Dinaledi although the narrator was not visible, information was given in audial form. There were no apps where the user could interact with the narrator. |
Possibilities for people with special needs | 1.14 | There were only a few museums where some special features were provided for people with special needs. In Civilisations and Tank Tour it was possible to change the size of the text. For some apps, there was a possibility to get the same information in written and audial form. No other specific features were developed. |
The risk of cybersickness | 2.53 | Cybersickness, which can be an issue in virtual reality, was not a problem in most of the virtual museums because there was an option to see the material without using VR glasses. Only one app (Dinaledi) can possibly cause problems with cybersickness because it takes quite a long time to go through the red gates, which can be challenging for those who do not like flashing images. It is easier to go through these gates on a screen but it is disturbing with VR glasses and there is no reason to make the journey so long. |
Perception of the material | 2.44 | Most of the museums are well developed and their information is easy to perceive. It is only in Colm Cille, due to the terms used in the information provided about the artefacts, that it is sometimes hard to grasp what is meant. These terms will largely only be understandable for those who are interested in a particular subject or particular historical period, unless additional information is given before the use of the app. |
Information Architecture | ||
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Criteria | Avg. Mean | Comments |
Structure of the information provided | 2.25 | Most museums have well-structured information, but some apps’ academic vocabulary or terminology might be hard to understand for some of their audience: For example, in the MagiChapel app, Renaissance, Palazzo Medici Riccardi, and frescoes. Some of the terminology contains Italian terms. Hence, this educational material requires historial knowledge on the part of its audience. In Colm Cille most of the information is structured very well but some objects that are included in the app can be seen but are not reachable and information about them is not given. |
Information provided during the use of the material | 2.11 | Information about artefacts or art pieces is provided for most of the museums, but in some cases it is very short (Pompeii Touch). In Magi Chapel, some parts are hard to understand without prior knowledge of Italian history, such as the Medici family during the Renaissance, painting materials, light sources and art historical terms like portraits, perspective and symbolism. This material requires knowledge of Italian history, art history, the Italian language, and religion. However, the audience will have different levels of understanding. The experiencers who are well-educated in history will get a deep and full understanding of this material. On the contrary, experiencers who lack historical knowledge will miss some of the information provided by the background audio. The perfect audience for this material is someone who wants to learn about Italian history and the artistic history of the Magi Chapel. Colm Cille has the same problem, where prior knowledge is needed to understand the text and the context. |
The sequence of information flow | 2.31 | In most museums the user can change the sequence of the information. In some cases, when smaller details are zoomed in on, it is possible to understand their symbolical meaning (Museum of Applied Arts Budapest). In Dinaledi there is the possibility of seeing the bones in a different sequence, but it is not possible to change the sequence of information provided by the narrator. |
Information about the historical period of the artifact | 2.03 | For some museums a small amount of information is given, but some background knowledge is also needed to interpret the given information (Pompeii Touch, Museum of Applied Arts Budapest, Pompeii, Houghton Revisited, Nikola Tesla Experience). In Magi Chapel, the user can take a closer look at the frescoes and listen to the journey of the Magi. The date, name and art historical information are all given by the background audio. The experiencer has the opportunity to dig into Italian history and the history of Renaissance families, but some background knowledge is needed. Otherwise it is hard to understand the context. |
Information about the place of origin of the artifact | 2.14 | Some of the museums are missing information on the place of origin of the artefact (Pompeii Touch, Pompeii). In Civilisations, all the information about the origin of the artefact is given clearly as written text. For example, it states that the mummy was discovered in Egypt. The best experience is provided in Daily Art where some brief information on the art pieces, the artist, the place of its exhibition, and its context is given, and links to additional information are also provided. |
Educational Value | ||
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Criteria | Avg. Mean | Comments |
Additional information is given in audial form | 1.72 | Only 8 museums provided audial information but it was well prepared. If there was an option to choose among different languages, the researcher tried those languages that were known to them, and in these cases the information provided was very similar. Unfortunately it was possible only in a few cases to go deeper and find more information, and it was not possible to find out more information in audial form at any museum. |
Additional information is given in written form | 1.58 | In most cases, written information was provided. In some cases, it was very short and not sufficient to understand the context (Pompeii Touch, Museum of Applied Arts Budapest, Pompeii, Houghton Revisited, Toile de Joy). There were only a few museums where, besides the information that was provided in the app, links to other information were added (Tank Tour, Daily Art, Dinaledi) or other sources could be opened in the same app (Magi Chapel). In most cases it was written information. |
Connectivity with other information | 1.72 | Only a few museums (Pompeii Touch, Civilisations, Colm Cille, Tank Tour) provided some connectivity with other information provided in the museum. For example, Magi Chapel gives information not only about the Magi Chapel but also the history of Florence, the religious meaning of each symbol, the atmosphere of the Renaissance and each member of the Medici family. Each part of the information is smoothly connected with the others. This material contains many historical facts. In Dinaledi an option is provided whereby the user can open a link to the museum itself and find much more information. |
Knowledge test | 1.17 | Virtual museums usually do not provide the option of a knowledge test. This test is only provided in Colm Cille and if your answers are not correct, you can try again. Different questions are asked each time to ensure that knowledge is being tested. |
Elements of gamification | 1.14 | Although principles of gamification are often used for educational purposes in virtual museums, these elements were very seldom used; one element is included in Magi Chapel—to explore the historical jewel of the Magi Chapel. In Civilisations, golden points can be collected for each artifact. In Pompeii, the option to ‘erase’ a building to see how it looked in ancient times gives some game-like feeling. |
The material challenges the user to find out more information | 1.31 | Most of the virtual museums do not challenge the user to find out more information unless they are personally interested in a topic. Some elements of a challenge can be found in Civilisations as the user must pick artefacts by moving the globe. In the Nikola Tesla Experience, the way that the narrator (Tesla) tells the user the information can be assumed to be a challenging element. In Tank Tour, the possibility to climb in the tank and the historical videos can be seen as motivators to find out more information. Daily Art is great because the sentences in the text are formulated in a way to invite the user to search for more information. UMA material is so well prepared that it challenges the user to find out more about particular art pieces and their artists. |
Focus of attention | 1.61 | There are very rare cases where specific features are developed to support the focus of attention to introduce some information. Some elements can be found when a figure is zoomed in on or an artefact can be transverse, but from the educational perspective, the focus of attention is supported in following virtual museums—Pompeii Touch (to find particular buildings), Magi Chapel (to see all the details and follow the information), Civilisations (to move the globe and find artefacts and information about them), Pompeii (because there are three levels to how the buildings can be seen), Colm Cille (because it is possible to move the artefacts), the Nikola Tesla Experience (because the narrator (Tesla) speaks in an encouraging manner), Tank Tour (because of the different forms of information provided), and UMA (because the exhibitions are created in an interesting way and the information provided is written in a way that encourages the user to read it all). |
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Daniela, L. Virtual Museums as Learning Agents. Sustainability 2020, 12, 2698. https://doi.org/10.3390/su12072698
Daniela L. Virtual Museums as Learning Agents. Sustainability. 2020; 12(7):2698. https://doi.org/10.3390/su12072698
Chicago/Turabian StyleDaniela, Linda. 2020. "Virtual Museums as Learning Agents" Sustainability 12, no. 7: 2698. https://doi.org/10.3390/su12072698