Publication Date
| In 2026 | 0 |
| Since 2025 | 3 |
| Since 2022 (last 5 years) | 19 |
| Since 2017 (last 10 years) | 29 |
Descriptor
| Computer Simulation | 29 |
| Exhibits | 29 |
| Museums | 23 |
| Foreign Countries | 14 |
| Teaching Methods | 7 |
| Educational Technology | 6 |
| Technology Uses in Education | 6 |
| Program Effectiveness | 5 |
| Science Education | 5 |
| Case Studies | 4 |
| Design | 4 |
| More ▼ | |
Source
Author
| Emmons, Claire Thoma | 2 |
| Lyons, Leilah | 2 |
| Mallavarapu, Aditi | 2 |
| Seyed, Teddy | 2 |
| Vishkaie, Rojin | 2 |
| Abbott, Daisy | 1 |
| Achmad Nizar Hidayanto | 1 |
| Altinisik, Derya | 1 |
| Anderson, Emma | 1 |
| Aynun Nissa Setiawan | 1 |
| Bahbibi Rahmatullah | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 27 |
| Reports - Research | 25 |
| Reports - Descriptive | 3 |
| Tests/Questionnaires | 2 |
| Reports - Evaluative | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
| Elementary Education | 4 |
| Secondary Education | 3 |
| Early Childhood Education | 1 |
| Elementary Secondary Education | 1 |
| Grade 2 | 1 |
| High Schools | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Primary Education | 1 |
Audience
Location
| China | 3 |
| Greece | 2 |
| Indiana (Indianapolis) | 2 |
| South Korea | 2 |
| Brazil | 1 |
| Canada | 1 |
| Hong Kong | 1 |
| Indonesia | 1 |
| New York (New York) | 1 |
| North Carolina | 1 |
| Spain | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hao Yang; Khairul Azhar Jamaludin – Discover Education, 2025
This study investigates a new model of Yellow River cultural education using virtual reality (VR) photography to enhance cultural learning and identity formation. A mixed-methods case study design was employed, with a focus on the Yellow River Guardian VR exhibition. The participants included 30 university students, 10 audience members, and 5…
Descriptors: Cultural Education, Computer Simulation, Photography, Exhibits
Tatli, Zeynep; Çelenk, Göksel; Altinisik, Derya – Education and Information Technologies, 2023
In this study, it is aimed to examine and analyze virtual museums in accordance with design and perception of social presence. In this context, virtual museums that offer free access internationally were identified and accepted as documents. Document analysis, one of the qualitative research methods, was used in the study. Each of the virtual…
Descriptors: Museums, Computer Simulation, Art, Design
Darby Drageset; Yu-Chia Kao; Nigel A. Newbutt; Kent J. Crippen – Research in Science Education, 2025
This exploratory study, framed by the Contextual Model of Learning, sought to define the personal context of autistic visitors and their families attending a sensory-friendly natural history museum event as a science learning experience. The study focused on the motivations and expectations for visiting the museum, as well as how the inclusion of…
Descriptors: Museums, Computer Simulation, Exhibits, Family (Sociological Unit)
Seok-Hyun Ga; Hyun-Jung Cha; Hye-Gyoung Yoon – Journal of Science Education and Technology, 2024
As augmented reality (AR) gains prevalence, various AR exhibits are being installed in science museums. However, few research has thus far examined the extent to which these exhibits can improve visitors' learning. This study qualitatively evaluates the effectiveness of an AR dinosaur exhibit at the Gwacheon National Science Museum in Korea and…
Descriptors: Exhibits, Museums, Computer Simulation, Sciences
Mello, Débora Amaral Taveira; Neves, Marcos Cesar Danhoni; Mello, Alexandre José Tuoto Silveira; dos Santos, Giovana Blitzkow Scucato – Science & Education, 2023
Science museums have demonstrated over time, and through various academic researches, to be a favorable environment to awaken the desire to learn more about scientific content, bringing visitors closer to artifacts and concepts in a different way than any other media can offer. In this research, we investigate how the public interacts with the…
Descriptors: Models, Museums, Computer Simulation, Science Education
Williams, Joseph – Journal of Technical Writing and Communication, 2022
The virtual museum tour has claimed new audiences during the pandemic, but not all virtual tours are created equal. First, this paper will explore the world of virtual museums and UX scholarship. Secondly, the paper will propose a viable set of options in determining effectiveness of virtual museums. Thirdly, the paper will discuss specific…
Descriptors: Museums, Exhibits, Computer Simulation, Computer Software
Yao, Shu-Nung; Liang, Chaoyun – IEEE Transactions on Learning Technologies, 2023
Image processing-based augmented reality (AR) is widely used in several fields. However, audio content is also crucial in certain cases, for example, focusing on appreciating artwork in a museum, rather than a virtually synthesized image. In this study, an attempt was made to provide ubiquitous learning (u-learning) services by using audio AR for…
Descriptors: Computer Simulation, Electronic Learning, Audio Equipment, Educational Technology
Ece Apan; Muharrem Özdemir – Turkish Online Journal of Educational Technology - TOJET, 2024
The use of virtual museums in cultural transfer is an interdisciplinary approach of significant importance. Virtual museums play a crucial role in cultural transfer by digitally preserving cultural heritage. This article examines the educational role of virtual museums as a key tool in cultural transfer, particularly in the context of representing…
Descriptors: Role of Education, Museums, Electronic Learning, Cultural Education
Kenedi Binowo; Aynun Nissa Setiawan; Rifanti Putri Tallisha; Shafira Azzahra; Yolanda Emanuella Sutanto; Achmad Nizar Hidayanto; Bahbibi Rahmatullah – Electronic Journal of e-Learning, 2024
Social distancing policies during the COVID-19 period have opened a space for interventions in the use of digital technology that was previously rejected by the public. Currently, most of the community activities have been carried out online, including those related to education, such as hosting virtual exhibitions with an educational purpose.…
Descriptors: COVID-19, Pandemics, Distance Education, Intervention
Jaye Johnson Thiel – Journal of Early Childhood Literacy, 2025
Using a feminist-new materialist lens, this paper attends to child-digital interactions in fostering Indigenous literacies, by focusing on the "Quantum Sandbox" exhibit in the Digital Immersion Lab at a Canadian children's science museum. Analytically, this paper explores how a digital exhibit ("Quantum Sandbox") creates a…
Descriptors: Children, Museums, Science Teaching Centers, Literacy
Vishkaie, Rojin; Seyed, Teddy; Emmons, Claire Thoma; Vom Lehn, Dirk – Educational Media International, 2022
Socializing and interaction are important aspects for families who visit museums. Mixed reality (MR) uses a set of technologies that museums employ to encourage this behavior, but they face challenges in maintaining family cohesion with experiences across different exhibitions and kiosks. In this paper, we explore these challenges broadly to…
Descriptors: Museums, Exhibits, Interaction, Children
Tam, Cheung-On; Hui, Claire Ka-Yan – International Journal of Art & Design Education, 2023
Although visual arts teachers have free access to high quality online artwork images offering them immense teaching resources, making meaningful use of them remains a pedagogical challenge. During the COVID-19 pandemic, the transition from face-to-face to online teaching caused an immediate need for teachers to enhance their digital competencies…
Descriptors: Foreign Countries, Visual Arts, Art Teachers, Art Education
Fanding Gao; Hongda Yin – Education and Information Technologies, 2024
This study aimed to comparatively evaluate the quality of experience and satisfaction of tourists using virtual reality (VR) and less immersive technologies. Visitors to the Hainan Provincial Museum in Haikou City were introduced to interactive cultural exhibitions of ethnic heritage. They were then invited to participate in a VR experience of…
Descriptors: Learning Experience, Educational Quality, Technology Uses in Education, Ethnic Groups
Vishesh Kumar; Matthew Berland; Leilah Lyons; Beth Pinzur – Interactive Learning Environments, 2024
In this paper, we present SCAMP -- Social Configuration Affordances for Museum Play -- an analytical framework we develop and use to highlight the relationship between designed affordances at interactive museum exhibits and different social playful behaviors they trigger and support. We do this through a selective case study analysis of Rainbow…
Descriptors: Museums, Exhibits, Instructional Materials, Play
Lyons, Leilah; Mallavarapu, Aditi – Educational Technology & Society, 2021
In this paper we define the concept of collective usability, a complex systems perspective on usability that positions an entire group, not an individual, as the unit of analysis. Shared XR experiences have inherent temporal and spatial properties that produce emergent, collective impacts which can impede learners' engagement. Assembling large…
Descriptors: Computer Simulation, Usability, Educational Technology, Technology Uses in Education
Previous Page | Next Page »
Pages: 1 | 2
Peer reviewed
Direct link
