Empowering Learners through the Integration of Museum Experiences and Digital Technologies

IF 0.3 0 ART Museum Worlds Pub Date : 2023-07-01 DOI:10.3167/armw.2023.110115
Chang Xu, Tara Fagan
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引用次数: 0

Abstract

In the twenty-first century, it is imperative for museums to strive towards the dual objective of educating and entertaining audiences, while effectively adapting to rapid advancements in technology (Merritt 2014). This pursuit has resulted in the emergence of the term “edutainment” to describe museums that amalgamate educational and entertainment functions (Rahimi et al. 2022). Technological interventions have played a pivotal role in facilitating this convergence as they enable the integration of diverse digital resources and tools, fostering interactive and immersive learning experiences for learners while connecting to the taonga (treasures) that museums care for.
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通过整合博物馆体验和数字技术增强学习者的能力
在二十一世纪,博物馆必须努力实现教育和娱乐观众的双重目标,同时有效地适应技术的快速发展(Merritt,2014 年)。这种追求导致了 "寓教于乐 "一词的出现,用来描述将教育和娱乐功能融为一体的博物馆(Rahimi 等人,2022 年)。技术干预在促进这种融合方面发挥了关键作用,因为它们能够整合各种数字资源和工具,为学习者提供互动和身临其境的学习体验,同时与博物馆所珍视的 "宝藏"(taonga)建立联系。
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CiteScore
1.00
自引率
15.40%
发文量
0
审稿时长
16 weeks
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