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Quiz Generation on the Electronic Guide Application for Improving Learning Experience in the Museum

Masaki Ueta, Tomoya Hashiguchi, Huu-Long Pham, Yoshiyuki Shoji, Noriko Kando, Yusuke Yamamoto, Takehiro Yamamoto, Hiroaki Ohshima
2021 Conference on Human Information Interaction and Retrieval  
We propose a method to generate quizzes on a museum electronic guide application.  ...  In this study, we develop a method that automatically generates quizzes about the exhibits on an electronic guide application.  ...  We sincerely thank the Japanese National Museum of Ethnology (Minpaku) for offering the exhibit meta-data.  ... 
dblp:conf/chiir/UetaHPSKYYO21 fatcat:2q2yigaxcfesbiagm2hxyf5spm

Does informal learning benefit from interactivity? The effect of trial and error on knowledge acquisition during a museum visit

Konstantinos Mikalef, Michail N. Giannakos, Konstantinos Chorianopoulos, Letizia Jaccheri
2013 International Journal of Mobile Learning and Organisation  
Each of the three groups received a different treatment: (a) an interactive mobile-based learning activity, (b) a paper-based version of the same learning activity, and (c) a self-guided museum tour.  ...  Notably, the benefits of the interactive version are attributed to the immediate feedback of the quiz application during the visit.  ...  Acknowledgements The authors would like to thank all of the students, the schools' staff and the museum curator for their participation in the experiment.  ... 
doi:10.1504/ijmlo.2013.055620 fatcat:7flux56oavgwbfrtpbivhoy5zy

Analyzing the Effect of Museum Practice by using a Multi-Mouse Quiz among Children from Different Grades — a Reflection Perspective

Juan ZHOU, Mikihiko MORI, Hajime KITA
2019 IEICE transactions on electronics  
Multi-Mouse Quiz (MMQ) is a quiz application based on the Single Display Groupware (SDG) [1] concept through which several users can answer quizzes by sharing a computer to take the quiz in a classroom  ...  Furthermore, MMQ quiz learning inspired children with reflection perspectives to participate in the museum activity and activities in the computer room.  ...  Acknowledgments The authors express their sincere gratitude to the teachers and children who participated in our study conducted at the Kyoto Municipal Daiyonkinrin Elementary School.  ... 
doi:10.1587/transele.2019dii0001 fatcat:ntk4tutwuzgffkzhxymszdquce

A Location-Aware Guide Based on Active RFIDs in Multi-Device Environments [chapter]

Giuseppe Ghiani, Fabio Paternò, Carmen Santoro, Lucio Davide Spano
2009 Computer-Aided Design of User Interfaces VI  
Thus, they are a particularly suitable context in which to experiment with new interaction techniques for guiding mobile users and improving their experience.  ...  In this paper, we propose a multi-device, location-aware museum guide. It is a mobile guide able to opportunistically exploit large screens when they are nearby the user.  ...  Games were judged amusing (M= 3,67; SD= 1,15) and useful in stimulating and improving learning (M= 3,5; SD= 1,31), one of the most favourite games was the quiz.  ... 
doi:10.1007/978-1-84882-206-1_6 dblp:conf/cadui/GhianiPSS08 fatcat:botfmysajna4hap57ojwrxqc34

Exploring Bluetooth Beacon Use Cases in Teaching and Learning: Increasing the Sustainability of Physical Learning Spaces

Sion Griffiths, Man Sing Wong, Coco Yin Tung Kwok, Roy Kam, Simon Ching Lam, Lin Yang, Tsz Leung Yip, Joon Heo, Benedict Shing Bun Chan, Guanjing Xiong, Keru Lu
2019 Sustainability  
Considering the surge in e-learning growth over the last decade and the proliferation of mobile devices in the Bring Your Own Device generation, this paper reviews selected use cases of Bluetooth beacons  ...  Our work represents one of the first deployments of Bluetooth beacons in a university teaching and learning capacity and provides a starting point for others attempting to utilise beacon-enabled location-based  ...  In contrast, the second experimental group did not benefit from improved learning outcomes or visiting experience.  ... 
doi:10.3390/su11154005 fatcat:ledfv4fufjh73hsgngeuoqtibm

Creation of Multimedia Guides to the History of Music as a Means to form Professional Competence of Future Music Teachers

Lyudmila Gavrilova
2012 International Conference on Information and Communication Technologies in Education, Research, and Industrial Applications  
The article exposes an urgent problem of contemporary university education, specifically the one of designing of electronic manuals on artistic disciplines.  ...  It provides redefinitions of the terms nomenclature ("multimedia aids", "electronic manual") and the requirements for the modern multimedia aids of teaching.  ...  world and KOMINFO, as well as many other resources);  multimedia projects aimed at learning music in different aspects: Music Class, a music trainer for children, designed by New Media Generation Company  ... 
dblp:conf/icteri/Gavrilova12 fatcat:4poucs2robahjefzqez3mo6s2i

UbiCicero: A location-aware, multi-device museum guide

Giuseppe Ghiani, Fabio Paternò, Carmen Santoro, Lucio Davide Spano
2009 Interacting with computers  
Interactive games in museums User interface software and technology a b s t r a c t In this paper, we propose UbiCicero, a multi-device, location-aware museum guide able to opportunistically exploit large  ...  Various types of games are included in addition to the museum and artwork descriptions. The mobile guide is equipped with an RFID reader, which detects nearby tagged artworks.  ...  Thus, museums are a particularly suitable context in which to experiment with new interaction techniques for guiding mobile users and improving their experience.  ... 
doi:10.1016/j.intcom.2009.06.001 fatcat:nfjahpnhfvhdhns7fscyw5zmy4

Promoting a ubiquitous e-learning framework

Xin Bai
2010 2010 3rd International Conference on Computer Science and Information Technology  
In this paper we will describe our design-based research in our efforts to 1) develop a generic mobile learning based platform for all (MEPA) that allows easy access to device's core functions as well  ...  We hope our study will help build teachers' confidence and skills through learning the affordance of mobile Web 2.0 technologies in the process of developing mobile learning environments for their courses  ...  This separates application data from the program functionality and makes it easier for instructors to focus on the design of the quiz content.  ... 
doi:10.1109/iccsit.2010.5564710 fatcat:zkr4shkxbravvcwchjagwu4hkq

The learning experience with electronic museum guides

Christoph Bartneck, Aya Masuoka, Toru Takahashi, Takugo Fukaya
2006 Psychology of Aesthetics, Creativity, and the Arts  
Within the contextual model of learning framework, the authors conducted a study with electronic handheld guides at the Van Abbemuseum (Eindhoven, the Netherlands).  ...  The different levels of control were implemented on the ubiNext museum guide system. The level of users' control had no significant influence on the amount of art the participants talked about.  ...  As described by Factor 3, prior knowledge and experience improves the museum learning experience.  ... 
doi:10.1037/1931-3896.s.1.18 fatcat:4hanm5d23ff2tfqk2nkll7jotq

Towards Game-Guided Exploration Systems for Self-Facilitated Exhibitions

Rameshnath Krishnasamy
2019 Electronic Visualisation and the Arts London Conference  
This paper introduces the Game-Guided Exploration Systems framework as a way to think and talk about games and playful experiences for facilitation and mediation in automated exhibitions.  ...  Museums and cultural heritage sites have a rich history of experimenting with games and playful experiences to enable curiosity and motivate users to explore and engage with the exhibition content, yet  ...  The result is a mixed reality game, DISCOVER THE REDOUBT (translated from Danish "Opdage Skansen"); a bespoke location-based scavenger hunt/quiz application for smartphones, that utilises Bluetooth beacons  ... 
doi:10.14236/ewic/eva2019.32 dblp:conf/eva/Krishnasamy19 fatcat:t6py2kbi6jfy3pc3kxxk33hcgq

Exploring place and direction

Susanna Nilsson, Mattias Arvola, Anders Szczepanski, Magnus Bång
2012 Proceedings of the 24th Australian Computer-Human Interaction Conference on - OzCHI '12  
Visiting sites of historical significance is not limited to the cultural experience itself, but can be seen as an opportunity for learning and exploring a place as it is now and as it has been in past  ...  The application was field tested with mixed groups of children and adults. The evaluation indicates that the prototype did encourage both learning and exploring, which also was the design objective.  ...  ACKNOWLEDGMENTS We thank the following people for their invaluable contributions: All users who have tested the application; Matilda Andersson for user evaluation; Sophie Andersson for concept design;  ... 
doi:10.1145/2414536.2414601 dblp:conf/ozchi/NilssonASB12 fatcat:pidtdhvu4jbvpgpskncoyyo42y

Mobile Application Design for Heritage Tourism Uses Gamification Approach in Indonesia

Erni Widarti, Suyoto Suyoto, Andi Wahju Rahardjo Emanuel
2020 International Journal of Engineering Pedagogy (iJEP)  
This application design is suitable for users based on four variables: Usefulness, Ease of Use, Ease of Learning, and Satisfaction.  ...  Technolo-gy plays a vital role in the development of heritage tourism to facilitate the deliv-ery of information to tourists, one of which is a mobile application.  ...  Gamification is one of the learning methods applied in learning applications by using game design elements to improve the non-game context.  ... 
doi:10.3991/ijep.v10i5.13205 fatcat:hb5qie5nlzfsrmubswro23jxty

Testing the Usability of a Platform for Rapid Development of Mobile Context-Aware Applications [chapter]

Valentim Realinho, A. Eduardo Dias, Teresa Romão
2011 Lecture Notes in Computer Science  
In this paper, we present the usability evaluation of IVO (Integrated Virtual Operator), a platform that supports the rapid development of contextaware applications by users with no programming skills.  ...  This way, whenever the defined conditions occur, the user's smartphone will immediately produce the intended behavior, with no need for user intervention.  ...  It allows museum curators to easily customize the contents for their museum guides through an authoring environment.  ... 
doi:10.1007/978-3-642-23765-2_36 fatcat:laaq3rrafzdirhjnsoqnqj6tae

Flow, Staging, Wayfinding, Personalization: Evaluating User Experience with Mobile Museum Narratives

Maria Roussou, Akrivi Katifori
2018 Multimodal Technologies and Interaction  
In this paper we concentrate on the evaluation of the prototype experiences created for the Acropolis Museum.  ...  Hence, much of the digital offer in museums nowadays focuses on leveraging the advantages of mobile-based guided tours, whether these are museum-provided audio/multimedia guides that visitors can rent  ...  Figure 3 . 3 (a) A young visitor completing the CHESS Visitor Quiz before beginning her museum experience; (b) one of the questions of the quiz used for user profiling/persona matching.  ... 
doi:10.3390/mti2020032 fatcat:4ydze67gv5bcbahmfowooicplm

Self-guided field trips for students of environments

G. Moore, Roger Kerr, Roger Hadgraft
2011 European Journal of Engineering Education  
These self-guided field trips are an important way of ensuring an engaging learning experience, even for large classes.  ...  The students are guided by multimedia resources to examine and interpret aspects of the site that relate to their on-campus learning.  ...  Technology for making files for mobile devices A small survey of students enrolled in one subject was conducted in September 2007 to determine the types of mobile electronic devices that they own.  ... 
doi:10.1080/03043797.2010.546832 fatcat:4rp26n2ep5gy7ondkiwaps65t4
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