Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2023, Cilt: 6 Sayı: 2, 520 - 544, 27.10.2023
https://doi.org/10.53048/johass.1370991

Öz

Kaynakça

  • *Agustini, K., Wahyuni, D. S., Mertayasa, I. N. E., Ratminingsih, N. M., & Ariadi, G. (2023). The effect of augmented reality mobile application on visitor impact mediated by rational hedonism: Evidence from Subak Museum. International Journal of Advanced Computer Science and Applications, 14(1).
  • *Baradaranrahimi, F., Boyd, J. E., Levy, R. M., & Eiserman, J. R. (2020). New media and space: An empirical study of learning and enjoyment through museum hybrid space. IEEE Transactions on Visualization and Computer Graphics.
  • *Bell, D. R., & Smith, J. K. (2020). Inside the digital learning laboratory: New directions in museum education. Curator: The Museum Journal, 63(3), 371–386.
  • *Borovanska, Z., Poyade, M., Rea, P. M., & Buksh, I. D. (2020). Engaging with children using augmented reality on clothing to prevent them from smoking. In P. M. Rea (Ed.). Biomedical visualisation (Vol. 7, pp. 59–94). Springer International Publishing.
  • *Bossavit, B., Pina, A., Sanchez-Gil, I., & Urtasun, A. (2018). Educational games to enhance museum visits for schools. Educational Technology & Society, 21(4), 171–186.
  • *Chang, K.-E., Chang, C.-T., Hou, H.-T., Sung, Y.-T., Chao, H.-L., & Lee, C.-M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71, 185–197.
  • *Chen, H. R., Lin, W. S., Hsu, T. Y., Lin, T. C., & Chen, N. S. (2023). Applying smart glasses in situated exploration for learning english in a national science museum. IEEE Transactions on Learning Technologies.
  • *Connaghan, R., Poyade, M., & Rea, P. M. (2019). Evaluation of child-friendly augmented reality tool for patient-centered education in radiology and bone reconstruction. In P. M. Rea (Ed.). Biomedical visualisation (Vol. 4, pp. 105–126). Springer International Publishing.
  • *Damala, A., Hornecker, E., van der Vaart, M., van Dijk, D., & Ruthven, I. (2016). The loupe: Tangible augmented reality for learning to look at ancient Greek art. Mediterranean Archaeology and Archaeometry, 16(5), 73–85.
  • *Dudzik, B. (2018). Visitor perceptions of augmented reality in science museums (Unpublished Master’s Thesis). University of Washington.
  • *Ghouaiel, N., Cieutat, J.-M., Jessel, J.-P., & Garbaya, S. (2017). Mobile augmented reality in museums: Towards enhancing visitor’s learning experience. International Journal of Virtual Reality, 17(1), 21–31.
  • *Guazzaroni, G. (2013). Emotional mapping of the archaeologist game. Computers in Human Behavior, 29(2), 335–344.
  • *Hammady, R., Ma, M., & Strathearn, C. (2020). Ambient information visualisation and visitors technology acceptance of miXed reality in museums. Journal on Computing and Cultural Heritage, 13(2), 1–22.
  • *Haryani, P., & Triyono, J. (2020). The designing of interactive learning media at Yogyakarta’s sandi museum based on augmented reality. International Journal on Informatics Visualization, 4(1), 52–57.
  • *Hsiao, H. S., Chang, C. S., Lin, C. Y., & Wang, Y. Z. (2016). Weather observers: A manipulative augmented reality system for weather simulations at home, in the classroom, and at a museum. Interactive Learning Environments, 24(1), 205–223.
  • *Hsu, T. Y., Liang, H., Chiou, C. K., & Tseng, J. C. R. (2018). CoboChild: A blended mobile game-based learning service for children in museum contexts. Data Technologies and Applications, 52(3), 294–312.
  • *Jung, T., tom Dieck, M. C., Lee, H., & Chung, N. (2016). Effects of virtual reality and augmented reality on visitor experiences in museum. Information and Communication Technologies in Tourism, 621–635.
  • *Khan, M. A., Israr, S., Almogren, A. S., Din, I. U., Almogren, A., & Rodrigues, J. J. P. C. (2020). Using augmented reality and deep learning to enhance Taxila Museum experience. Journal of Real-Time Image Processing, 18(2), 321–332.
  • *Kleftodimos, A., Evagelou, A., Triantafyllidou, A., Grigoriou, M., & Lappas, G. (2023). Location-based augmented reality for cultural heritage communication and education: The Doltso District Application. Sensors, 23(10), 4963.
  • *Kosa, T., Bennett, L., Livingstone, D., Goodyear, C., & Loranger, B. (2019). Innovative education and engagement tools for rheumatology and immunology public engagement with augmented reality. In P. M. Pea (Ed.), 5. Biomedical visualisation (pp. 105–116). Springer International Publishing.
  • *Koutsabasis, P., & Vosinakis, S. (2018). Kinesthetic interactions in museums: Conveying cultural heritage by making use of ancient tools and (re-) constructing artworks. Virtual Reality: The Journal of the Virtual Reality Society, 22(2), 103–118.
  • *Li, P., & Chang, P. (2017). A study of virtual reality experience value and learning efficiency of museum - using Shihsanhang museum as an example. (pp. 1158–1161). 2017 International Conference on Applied System Innovation (ICASI)
  • *Marín-Morales, J., Higuera-Trujillo, J. L., De-Juan-Ripoll, C., Llinares, C., GuiXeres, J., In˜arra, S., & Alcan˜iz, M. (2019). Navigation comparison between a real and a virtual museum: Time-dependent differences using a head mounted display. Interacting with Computers, 31(2), 208–220.
  • *Moorhouse, N., tom Dieck, M. C., & Jung, T. (2019). An experiential view to children learning in museums with Augmented Reality. Museum Management and Curatorship, 34(4), 402–418.
  • *Nechita, F., & Rezeanu, C. I. (2019). Augmenting museum communication services to create young audiences. Sustainability, 11(20), 5830.
  • *Oh, S., So, H.-J., & Gaydos, M. (2018). Hybrid augmented reality for participatory learning: The hidden efficacy of multi-user game-based simulation. IEEE Transactions on Learning Technologies, 11(1), 115–127.
  • *Paulauskas, L., Paulauskas, A., Blažauskas, T., Damaševičius, R., & Maskeliūnas, R. (2023). Reconstruction of ındustrial and historical heritage for cultural enrichment using virtual and augmented reality. Technologies, 11(2), 36.
  • *Poce, A., Amenduni, F., de Medio, C., Valente, M., & Re, M. R. (2019). Adopting augmented reality to engage higher education students in a museum university collection: The experience at Roma Tre University. Information, 10(12), 373.
  • *Puig, A., Rodríguez, I., Arcos, J. L., Rodríguez-Aguilar, J. A., Cebria´n, S., Bogdanovych, A., & Piqu´e, R. (2020). Lessons learned from supplementing archaeological museum exhibitions with virtual reality. Virtual Reality: The Journal of the Virtual Reality Society, 24(2), 343–358.
  • *Rhee, B. (2019). An analysis of information and communication technology and virtual reality technology implementation through a quantitative research on users’ experiences. Journal of Theoretical and Applied Information Technology, 97(18), 4797–4810.
  • *Salmi, H., Thuneberg, H., & Vainikainen, M. P. (2017). Making the invisible observable by augmented reality in informal science education context. International Journal of Science Education, Part B: Communication and Public Engagement, 7(3), 253–268.
  • *Savela, N., Oksanen, A., Kaakinen, M., Noreikis, M., & Xiao, Y. (2020). Does augmented reality affect sociability, entertainment, and learning? A field experiment. Applied Sciences, 10(4).
  • *Sommerauer, P., & Müller, O. (2014). Augmented reality in informal learning environments: A field experiment in a mathematics exhibition. Computers & Education, 79, 59–68.
  • *Sugiura, A., Kitama, T., Toyoura, M., & Mao, X. (2019). The use of augmented reality technology in medical specimen museum tours. Anatomical Sciences Education, 12(5), 561–571.
  • *Sulaiman, S., Ab Aziz, N. H., Adzmi, S. A. M., Ihsan, N. A. S., Jaidi, N. I., Yaziz, A. F. A., & Misroom, M. I. (2019). Museum informatics: A case study on augmented reality at tanjung balau fishermen museum, 2019 IEEE 9th International Conference on System Engineering and Technology (ICSET).
  • *Sulema, Y., Pester, A., Laforge, B., & Andres, F. (2023). Augmented Reality User’s Experience: AI-Based Data Collection, Processing and Analysis. In Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies (pp. 31-46). Cham: Springer Nature Switzerland.
  • *Tabone, W. (2020). The effectiveness of an augmented reality guiding system in an art museum. In D. Seychell, & A. Dingli (Eds.), Rediscovering heritage through technology: A collection of innovative research case studies that are reworking the way we experience heritage (pp. 197–214). Springer International Publishing.
  • *Takahashi, T. B., Takahashi, S., Kusunoki, F., Terano, T., & Inagaki, S. (2013). Making a hands-on display with augmented reality work at a science museum. 2013 International Conference on Signal-Image Technology & Internet-Based Systems.
  • *Wang, J. S. (2014). The impact of multiple dynamic visualizations on family children’s learning in a science museum. University of Pennsylvania.
  • *Yoon, S. A., & Wang, J. (2014). Making the invisible visible in science museums through augmented reality devices. TechTrends, 58(1), 49–55.
  • *Yoon, S. A., Anderson, E., Lin, J., & Elinich, K. (2017). How augmented reality enables conceptual understanding of challenging science content. Educational Technology & Society, 20(1), 156–168.
  • *Yoon, S. A., Anderson, E., Park, M., Elinich, K., & Lin, J. (2018). How augmented reality, textual, and collaborative scaffolds work synergistically to improve learning in a science museum. Research in Science & Technological Education, 36(3), 261–281.
  • *Yoon, S. A., Elinich, K., Wang, J., Steinmeier, C., & Tucker, S. (2012). Using augmented reality and knowledge-building scaffolds to improve learning in a science museum. International Journal of Computer-Supported Collaborative Learning, 7(4), 519–541.
  • *Yoon, S. A., Elinich, K., Wang, J., Van Schooneveld, J. B., & Anderson, E. (2013). Scaffolding informal learning in science museums: How much is too much?. Science & Education, 97(6), 848–877.
  • *Yu, S. J., Sun, J. C. Y., & Chen, O. T. C. (2019). Effect of AR-based online wearable guides on university students’ situational interest and learning performance. Universal Access in the Information Society, 18(2), 287–299.
  • Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11.
  • Arici, F., Yildirim, P., Caliklar, S, & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers & Education, 142.
  • Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented reality trends in education: A systematic review of research and applications. Educational Technology & Society, 17(4), 133–149.
  • Bettelli, A., Buson, R., Orso, V., Benvegnú, G., Pluchino, P., & Gamberini, L. (2020). Using virtual reality to enrich the visit at the botanical garden. Annual Review of CyberTherapy and Telemedicine, 18, 57–61.
  • Cai, S., Chiang, F. K., & Wang, X. (2013). Using the augmented reality 3D technique for a convex imaging experiment in a physics course. International Journal of Engineering Education, 29(4), 856–865.
  • Chen, J., Wang, M., Kirschner, P. A., & Tsai, C. C. (2018). The role of collaboration, computer use, learning environments, and supporting strategies in CSCL: A meta- analysis. Review of Educational Research, 88(6), 799–843.
  • Chiu, J. L., DeJaegher, C. J., & Chao, J. (2015). The effects of augmented virtual science laboratories on middle school students’ understanding of gas properties. Computers & Education, 85, 59–73.
  • Crowley, K., Pierrou, X, P., & Knutson, K. (2014). Informal learning in museums. In R. K. Sawyer (Ed.), The cambridge handbook of the learning sciences (2nd ed. ed., pp.461–478). Cambridge University Press.
  • Dieck, M. C. T., Jung, T. H., & Dieck, D. T. (2018). Enhancing art gallery visitors’ learning experience using wearable augmented reality: Generic learning outcomes perspective. Current Issues in Tourism, 21(17), 2014–2034.
  • Goff, E. E., Mulvey, K. L., Irvin, M. J., & Hartstone-Rose, A. (2018). Applications of augmented reality in informal science learning sites: A review. Journal of Science Education and Technology, 27(5), 433–447.
  • Guzin, O. A., Yildirim, R. G., & Ellez, A. M. (2017). An alternative educational method in early childhood: Museum education. Educational Research and Reviews, 12(14), 688–694.
  • Harrington, M. C. R., Tatzgern, M., Langer, T., & Wenzel, J. W. (2019). Augmented reality brings the real world into natural history dioramas with data visualizations and bioacoustics at the Carnegie Museum of Natural History. Curator: The Museum Journal, 62(2), 177–193.
  • Hassan, A., & Ramkissoon, H. (2016). Augmented reality application to museum visitor experiences. In J. N. Albrecht (Ed.), Visitor management in tourism destinations (pp. 117–130). CABI.
  • ICOM. (2007). Museum definition-ICOM. https://icom.museum/en/resources/standards-guidelines/museum-definition/.
  • Juan, M., Loachamín-Valencia, M., Garcia-Garcia, I., Melchor, J. M., & Benedito, J. (2017). ARCoins. An augmented reality app for learning about numismatics. 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT).
  • Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development (2nd ed.). Pearson Education, Inc.
  • Kyndt, E., Raes, E., Lismont, B., Timmers, F., Cascallar, E., & Dochy, F. (2013). A meta-analysis of the effects of face-to-face cooperative learning. Do recent studies falsify or verify earlier findings?. Educational Research Review, 10, 133–149.
  • Lin, C. J., Tang, K. Y., & Tu, Y. F. (2021). Advancements and research topics of museum-based mobile learning: A review of journal publications from 2008 to 2019 (pp. 1–24). Interactive Learning Environments.
  • Mayer, R. E. (2014). Cognitive theory of multimedia learning. In The cambridge handbook of multimedia learning (2nd ed., pp. 43–71). https://doi.org/10.1017/ CBO9781139547369.005
  • Noblit, G. W., & Hare, R. D. (1988). Meta-ethnography: Synthesizing qualitative studies. Sage. Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147.
  • Saltan, F., & Arslan, O. (2017). The use of augmented reality in formal education: A scoping review. Eurasia Journal of Mathematics, Science and Technology Education, 13(2), 503–520.
  • Scavarelli, A., Arya, A., & Teather, R. J. (2021). Virtual reality and augmented reality in social learning spaces: A literature review. Virtual Reality: The Journal of the Virtual Reality Society, 25(1), 257–277.
  • Schwan, S., Grajal, A., & Lewalter, D. (2014). Understanding and engagement in places of science experience: Science museums, science centers, zoos, and aquariums. Educational Psychologist, 49(2), 70–85.
  • Wang, H. Y., Liu, G. Z., & Hwang, G. J. (2017). Integrating socio-cultural contexts and location-based systems for ubiquitous language learning in museums: A state of the art review of 2009-2014. British Journal of Educational Technology, 48(2), 653–671.
  • Xu, W., Dai, T. T., Shen, Z. Y., & Yao, Y. J. (1998). Effects of technology application on museum learning: A meta-analysis of 42 studies published between 2011 and 2021. Interactive Learning Environments, 1–16.

The Impact of Virtual Museum on Learning Achievement: A Meta-Synthesis Study

Yıl 2023, Cilt: 6 Sayı: 2, 520 - 544, 27.10.2023
https://doi.org/10.53048/johass.1370991

Öz

This meta-synthesis study aims to explore the impact of virtual museum on learning achievement. With the advancements in technology, virtual museum and augmented reality museum applications have gained popularity in the field of education and museum studies. However, there is a need to examine their effectiveness in enhancing learning outcomes. This research reviews examines 17 studies to evaluate their effects on learning achievement. The findings reveal that virtual reality (VR) and augmented reality (AR) are frequently used in science, art, and history museums to support the acquisition of conceptual knowledge. These technologies are commonly employed for purposes such as integrating additional materials with physical exhibits, animating complex events or concepts, and simulating virtual exhibitions and story scenarios. However, the study also highlights some challenges and limitations of these applications. Technical issues, such as hardware requirements and connectivity problems, can hinder the effectiveness of the learning experience. Additionally, the availability of high-quality content and the need for instructional guidance are important factors to consider for successful implementation. Overall, this meta-synthesis study suggests that virtual museum and augmented reality museum applications have a positive influence on learning achievement. It emphasizes the potential of these technologies in enhancing the educational experience and recommends further research in this area to explore their long-term effects and address the identified challenges.

Kaynakça

  • *Agustini, K., Wahyuni, D. S., Mertayasa, I. N. E., Ratminingsih, N. M., & Ariadi, G. (2023). The effect of augmented reality mobile application on visitor impact mediated by rational hedonism: Evidence from Subak Museum. International Journal of Advanced Computer Science and Applications, 14(1).
  • *Baradaranrahimi, F., Boyd, J. E., Levy, R. M., & Eiserman, J. R. (2020). New media and space: An empirical study of learning and enjoyment through museum hybrid space. IEEE Transactions on Visualization and Computer Graphics.
  • *Bell, D. R., & Smith, J. K. (2020). Inside the digital learning laboratory: New directions in museum education. Curator: The Museum Journal, 63(3), 371–386.
  • *Borovanska, Z., Poyade, M., Rea, P. M., & Buksh, I. D. (2020). Engaging with children using augmented reality on clothing to prevent them from smoking. In P. M. Rea (Ed.). Biomedical visualisation (Vol. 7, pp. 59–94). Springer International Publishing.
  • *Bossavit, B., Pina, A., Sanchez-Gil, I., & Urtasun, A. (2018). Educational games to enhance museum visits for schools. Educational Technology & Society, 21(4), 171–186.
  • *Chang, K.-E., Chang, C.-T., Hou, H.-T., Sung, Y.-T., Chao, H.-L., & Lee, C.-M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71, 185–197.
  • *Chen, H. R., Lin, W. S., Hsu, T. Y., Lin, T. C., & Chen, N. S. (2023). Applying smart glasses in situated exploration for learning english in a national science museum. IEEE Transactions on Learning Technologies.
  • *Connaghan, R., Poyade, M., & Rea, P. M. (2019). Evaluation of child-friendly augmented reality tool for patient-centered education in radiology and bone reconstruction. In P. M. Rea (Ed.). Biomedical visualisation (Vol. 4, pp. 105–126). Springer International Publishing.
  • *Damala, A., Hornecker, E., van der Vaart, M., van Dijk, D., & Ruthven, I. (2016). The loupe: Tangible augmented reality for learning to look at ancient Greek art. Mediterranean Archaeology and Archaeometry, 16(5), 73–85.
  • *Dudzik, B. (2018). Visitor perceptions of augmented reality in science museums (Unpublished Master’s Thesis). University of Washington.
  • *Ghouaiel, N., Cieutat, J.-M., Jessel, J.-P., & Garbaya, S. (2017). Mobile augmented reality in museums: Towards enhancing visitor’s learning experience. International Journal of Virtual Reality, 17(1), 21–31.
  • *Guazzaroni, G. (2013). Emotional mapping of the archaeologist game. Computers in Human Behavior, 29(2), 335–344.
  • *Hammady, R., Ma, M., & Strathearn, C. (2020). Ambient information visualisation and visitors technology acceptance of miXed reality in museums. Journal on Computing and Cultural Heritage, 13(2), 1–22.
  • *Haryani, P., & Triyono, J. (2020). The designing of interactive learning media at Yogyakarta’s sandi museum based on augmented reality. International Journal on Informatics Visualization, 4(1), 52–57.
  • *Hsiao, H. S., Chang, C. S., Lin, C. Y., & Wang, Y. Z. (2016). Weather observers: A manipulative augmented reality system for weather simulations at home, in the classroom, and at a museum. Interactive Learning Environments, 24(1), 205–223.
  • *Hsu, T. Y., Liang, H., Chiou, C. K., & Tseng, J. C. R. (2018). CoboChild: A blended mobile game-based learning service for children in museum contexts. Data Technologies and Applications, 52(3), 294–312.
  • *Jung, T., tom Dieck, M. C., Lee, H., & Chung, N. (2016). Effects of virtual reality and augmented reality on visitor experiences in museum. Information and Communication Technologies in Tourism, 621–635.
  • *Khan, M. A., Israr, S., Almogren, A. S., Din, I. U., Almogren, A., & Rodrigues, J. J. P. C. (2020). Using augmented reality and deep learning to enhance Taxila Museum experience. Journal of Real-Time Image Processing, 18(2), 321–332.
  • *Kleftodimos, A., Evagelou, A., Triantafyllidou, A., Grigoriou, M., & Lappas, G. (2023). Location-based augmented reality for cultural heritage communication and education: The Doltso District Application. Sensors, 23(10), 4963.
  • *Kosa, T., Bennett, L., Livingstone, D., Goodyear, C., & Loranger, B. (2019). Innovative education and engagement tools for rheumatology and immunology public engagement with augmented reality. In P. M. Pea (Ed.), 5. Biomedical visualisation (pp. 105–116). Springer International Publishing.
  • *Koutsabasis, P., & Vosinakis, S. (2018). Kinesthetic interactions in museums: Conveying cultural heritage by making use of ancient tools and (re-) constructing artworks. Virtual Reality: The Journal of the Virtual Reality Society, 22(2), 103–118.
  • *Li, P., & Chang, P. (2017). A study of virtual reality experience value and learning efficiency of museum - using Shihsanhang museum as an example. (pp. 1158–1161). 2017 International Conference on Applied System Innovation (ICASI)
  • *Marín-Morales, J., Higuera-Trujillo, J. L., De-Juan-Ripoll, C., Llinares, C., GuiXeres, J., In˜arra, S., & Alcan˜iz, M. (2019). Navigation comparison between a real and a virtual museum: Time-dependent differences using a head mounted display. Interacting with Computers, 31(2), 208–220.
  • *Moorhouse, N., tom Dieck, M. C., & Jung, T. (2019). An experiential view to children learning in museums with Augmented Reality. Museum Management and Curatorship, 34(4), 402–418.
  • *Nechita, F., & Rezeanu, C. I. (2019). Augmenting museum communication services to create young audiences. Sustainability, 11(20), 5830.
  • *Oh, S., So, H.-J., & Gaydos, M. (2018). Hybrid augmented reality for participatory learning: The hidden efficacy of multi-user game-based simulation. IEEE Transactions on Learning Technologies, 11(1), 115–127.
  • *Paulauskas, L., Paulauskas, A., Blažauskas, T., Damaševičius, R., & Maskeliūnas, R. (2023). Reconstruction of ındustrial and historical heritage for cultural enrichment using virtual and augmented reality. Technologies, 11(2), 36.
  • *Poce, A., Amenduni, F., de Medio, C., Valente, M., & Re, M. R. (2019). Adopting augmented reality to engage higher education students in a museum university collection: The experience at Roma Tre University. Information, 10(12), 373.
  • *Puig, A., Rodríguez, I., Arcos, J. L., Rodríguez-Aguilar, J. A., Cebria´n, S., Bogdanovych, A., & Piqu´e, R. (2020). Lessons learned from supplementing archaeological museum exhibitions with virtual reality. Virtual Reality: The Journal of the Virtual Reality Society, 24(2), 343–358.
  • *Rhee, B. (2019). An analysis of information and communication technology and virtual reality technology implementation through a quantitative research on users’ experiences. Journal of Theoretical and Applied Information Technology, 97(18), 4797–4810.
  • *Salmi, H., Thuneberg, H., & Vainikainen, M. P. (2017). Making the invisible observable by augmented reality in informal science education context. International Journal of Science Education, Part B: Communication and Public Engagement, 7(3), 253–268.
  • *Savela, N., Oksanen, A., Kaakinen, M., Noreikis, M., & Xiao, Y. (2020). Does augmented reality affect sociability, entertainment, and learning? A field experiment. Applied Sciences, 10(4).
  • *Sommerauer, P., & Müller, O. (2014). Augmented reality in informal learning environments: A field experiment in a mathematics exhibition. Computers & Education, 79, 59–68.
  • *Sugiura, A., Kitama, T., Toyoura, M., & Mao, X. (2019). The use of augmented reality technology in medical specimen museum tours. Anatomical Sciences Education, 12(5), 561–571.
  • *Sulaiman, S., Ab Aziz, N. H., Adzmi, S. A. M., Ihsan, N. A. S., Jaidi, N. I., Yaziz, A. F. A., & Misroom, M. I. (2019). Museum informatics: A case study on augmented reality at tanjung balau fishermen museum, 2019 IEEE 9th International Conference on System Engineering and Technology (ICSET).
  • *Sulema, Y., Pester, A., Laforge, B., & Andres, F. (2023). Augmented Reality User’s Experience: AI-Based Data Collection, Processing and Analysis. In Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies (pp. 31-46). Cham: Springer Nature Switzerland.
  • *Tabone, W. (2020). The effectiveness of an augmented reality guiding system in an art museum. In D. Seychell, & A. Dingli (Eds.), Rediscovering heritage through technology: A collection of innovative research case studies that are reworking the way we experience heritage (pp. 197–214). Springer International Publishing.
  • *Takahashi, T. B., Takahashi, S., Kusunoki, F., Terano, T., & Inagaki, S. (2013). Making a hands-on display with augmented reality work at a science museum. 2013 International Conference on Signal-Image Technology & Internet-Based Systems.
  • *Wang, J. S. (2014). The impact of multiple dynamic visualizations on family children’s learning in a science museum. University of Pennsylvania.
  • *Yoon, S. A., & Wang, J. (2014). Making the invisible visible in science museums through augmented reality devices. TechTrends, 58(1), 49–55.
  • *Yoon, S. A., Anderson, E., Lin, J., & Elinich, K. (2017). How augmented reality enables conceptual understanding of challenging science content. Educational Technology & Society, 20(1), 156–168.
  • *Yoon, S. A., Anderson, E., Park, M., Elinich, K., & Lin, J. (2018). How augmented reality, textual, and collaborative scaffolds work synergistically to improve learning in a science museum. Research in Science & Technological Education, 36(3), 261–281.
  • *Yoon, S. A., Elinich, K., Wang, J., Steinmeier, C., & Tucker, S. (2012). Using augmented reality and knowledge-building scaffolds to improve learning in a science museum. International Journal of Computer-Supported Collaborative Learning, 7(4), 519–541.
  • *Yoon, S. A., Elinich, K., Wang, J., Van Schooneveld, J. B., & Anderson, E. (2013). Scaffolding informal learning in science museums: How much is too much?. Science & Education, 97(6), 848–877.
  • *Yu, S. J., Sun, J. C. Y., & Chen, O. T. C. (2019). Effect of AR-based online wearable guides on university students’ situational interest and learning performance. Universal Access in the Information Society, 18(2), 287–299.
  • Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11.
  • Arici, F., Yildirim, P., Caliklar, S, & Yilmaz, R. M. (2019). Research trends in the use of augmented reality in science education: Content and bibliometric mapping analysis. Computers & Education, 142.
  • Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented reality trends in education: A systematic review of research and applications. Educational Technology & Society, 17(4), 133–149.
  • Bettelli, A., Buson, R., Orso, V., Benvegnú, G., Pluchino, P., & Gamberini, L. (2020). Using virtual reality to enrich the visit at the botanical garden. Annual Review of CyberTherapy and Telemedicine, 18, 57–61.
  • Cai, S., Chiang, F. K., & Wang, X. (2013). Using the augmented reality 3D technique for a convex imaging experiment in a physics course. International Journal of Engineering Education, 29(4), 856–865.
  • Chen, J., Wang, M., Kirschner, P. A., & Tsai, C. C. (2018). The role of collaboration, computer use, learning environments, and supporting strategies in CSCL: A meta- analysis. Review of Educational Research, 88(6), 799–843.
  • Chiu, J. L., DeJaegher, C. J., & Chao, J. (2015). The effects of augmented virtual science laboratories on middle school students’ understanding of gas properties. Computers & Education, 85, 59–73.
  • Crowley, K., Pierrou, X, P., & Knutson, K. (2014). Informal learning in museums. In R. K. Sawyer (Ed.), The cambridge handbook of the learning sciences (2nd ed. ed., pp.461–478). Cambridge University Press.
  • Dieck, M. C. T., Jung, T. H., & Dieck, D. T. (2018). Enhancing art gallery visitors’ learning experience using wearable augmented reality: Generic learning outcomes perspective. Current Issues in Tourism, 21(17), 2014–2034.
  • Goff, E. E., Mulvey, K. L., Irvin, M. J., & Hartstone-Rose, A. (2018). Applications of augmented reality in informal science learning sites: A review. Journal of Science Education and Technology, 27(5), 433–447.
  • Guzin, O. A., Yildirim, R. G., & Ellez, A. M. (2017). An alternative educational method in early childhood: Museum education. Educational Research and Reviews, 12(14), 688–694.
  • Harrington, M. C. R., Tatzgern, M., Langer, T., & Wenzel, J. W. (2019). Augmented reality brings the real world into natural history dioramas with data visualizations and bioacoustics at the Carnegie Museum of Natural History. Curator: The Museum Journal, 62(2), 177–193.
  • Hassan, A., & Ramkissoon, H. (2016). Augmented reality application to museum visitor experiences. In J. N. Albrecht (Ed.), Visitor management in tourism destinations (pp. 117–130). CABI.
  • ICOM. (2007). Museum definition-ICOM. https://icom.museum/en/resources/standards-guidelines/museum-definition/.
  • Juan, M., Loachamín-Valencia, M., Garcia-Garcia, I., Melchor, J. M., & Benedito, J. (2017). ARCoins. An augmented reality app for learning about numismatics. 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT).
  • Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development (2nd ed.). Pearson Education, Inc.
  • Kyndt, E., Raes, E., Lismont, B., Timmers, F., Cascallar, E., & Dochy, F. (2013). A meta-analysis of the effects of face-to-face cooperative learning. Do recent studies falsify or verify earlier findings?. Educational Research Review, 10, 133–149.
  • Lin, C. J., Tang, K. Y., & Tu, Y. F. (2021). Advancements and research topics of museum-based mobile learning: A review of journal publications from 2008 to 2019 (pp. 1–24). Interactive Learning Environments.
  • Mayer, R. E. (2014). Cognitive theory of multimedia learning. In The cambridge handbook of multimedia learning (2nd ed., pp. 43–71). https://doi.org/10.1017/ CBO9781139547369.005
  • Noblit, G. W., & Hare, R. D. (1988). Meta-ethnography: Synthesizing qualitative studies. Sage. Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147.
  • Saltan, F., & Arslan, O. (2017). The use of augmented reality in formal education: A scoping review. Eurasia Journal of Mathematics, Science and Technology Education, 13(2), 503–520.
  • Scavarelli, A., Arya, A., & Teather, R. J. (2021). Virtual reality and augmented reality in social learning spaces: A literature review. Virtual Reality: The Journal of the Virtual Reality Society, 25(1), 257–277.
  • Schwan, S., Grajal, A., & Lewalter, D. (2014). Understanding and engagement in places of science experience: Science museums, science centers, zoos, and aquariums. Educational Psychologist, 49(2), 70–85.
  • Wang, H. Y., Liu, G. Z., & Hwang, G. J. (2017). Integrating socio-cultural contexts and location-based systems for ubiquitous language learning in museums: A state of the art review of 2009-2014. British Journal of Educational Technology, 48(2), 653–671.
  • Xu, W., Dai, T. T., Shen, Z. Y., & Yao, Y. J. (1998). Effects of technology application on museum learning: A meta-analysis of 42 studies published between 2011 and 2021. Interactive Learning Environments, 1–16.
Toplam 70 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Sanal Gerçeklik, Bilim ve Teknoloji Sosyolojisi ve Sosyal Bilimler
Bölüm Araştırma Makalesi
Yazarlar

Gamze Mercan 0000-0001-5515-999X

Zümrüt Varol Selçuk 0000-0001-5015-0291

Melıke Ozer Keskın 0000-0001-8749-0994

Yayımlanma Tarihi 27 Ekim 2023
Gönderilme Tarihi 4 Ekim 2023
Kabul Tarihi 26 Ekim 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 6 Sayı: 2

Kaynak Göster

APA Mercan, G., Varol Selçuk, Z., & Ozer Keskın, M. (2023). The Impact of Virtual Museum on Learning Achievement: A Meta-Synthesis Study. İnsan Ve Sosyal Bilimler Dergisi, 6(2), 520-544. https://doi.org/10.53048/johass.1370991

291321738317384 18989 18990 18996 19045 1973520141 20991 21031