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New Frontiers in Museum Education: A Case Study of the National Museum of History’s “My Adventure with Kuper” AR Learning Program

Chia-Wei Hua|Research assistant, Education and Extension Division, National Museum of History|cwhua@nmh.gov.tw

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Abstract

This study analyzes the use of augmented reality (AR) in the multi-sensory learning program “My Adventure with Kuper” organized by the National Museum of History. Through AR and game-based learning techniques, the program seeks to experientially integrate items from the museum’s collection into nature and the humanities. This case provides insight into how designers adopt novel digital technologies to reinterpret museum collections, as well as how museums’ collections and cross-disciplinary offerings may be assimilated into flexible school curricula for effective use by students and teachers. Using an active research approach, this study surveyed 240 participants in the “My Adventure with Kuper” program, namely third and four-grade students and their parents from eight classes at Taipei Municipal Nanmen Elementary School. Interactions between students, teachers and parents are analyzed to understand students’ degree of use and acceptance of the AR game. These findings then inform the conception of the advantages and disadvantages of digital game-based learning in museum education for reference in future program design. The results suggest that using museum resources in digital game-based learning can improve learning interest, observation, exploration and collaborative problem-solving among students, especially when integrated with nature. This case study can provide a unique reference for museum educators and serves as a reference for subsequent promotion of digital learning in museums.

Keywords: Museum learning resources, augmented reality, digital game-based learning, design thinking