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Design Of Museum Exhibitions Based On Interactive Experiences Using Information Technology

Posted on:2016-02-29Degree:MasterType:Thesis
Country:ChinaCandidate:L Y DongFull Text:PDF
GTID:2308330461975902Subject:Education Technology
Abstract/Summary:PDF Full Text Request
With rapid developments in the field of information technology, the human society has entered into a digital era. These developments have also brought about new culture and societal changes. Especially since the 21st century, due to the emergence of virtual reality technology, augmented reality technology, internet of things technology and other emerging information technology, the form of museum exhibition is moving towards the direction which utilises more digital means, networks, information technology and intelligence. As a form of social education activity, museum education is closely related to the museum itself as well as the characteristics of its target audience. The main form of museum education is education through exhibitions, in order to satisfy the diverse needs and personalised learning methods of the target audience, museum education should be planned and implemented in accordance with human learning and cognitive patterns as well as taking into consideration of the uniqueness of museum education. However, it is undeniable that compared to western developed countries, museum education in China still has its weaknesses (lack of sufficient resources, singularity in form, limitation in the way learners interact with each other and explore together, lack of interests, and ineffective learning experiences etc).Due to the reasons mentioned above, this paper summarises constructivism, cognitive psychology, interactive experience, museum education and learning characteristics of the target audience based on the analysis of the status of interactive museum exhibitions held in China and internationally. The paper further explores the principles and requirements of interactive experience in museum exhibition through literature research, case analysis, investigation and research, observation, interviews, qualitative and quantitative analysis, information technology research, analysis of the application of virtual reality technology, augmented reality technology, technology of the internet of things and other information technology used in the design of interactive museum exhibitions. In particular, the paper focuses on how the science museum as a carrier, reflects scientific principles and application of technology and how it encourages the public to explore and practice, to experience and to achieve active and personalised learning methods through exhibition content and participation methods via interactive means that are scientific, informative and interesting at the same time.
Keywords/Search Tags:museum education, interactive experience design, information technology
PDF Full Text Request
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