Children, Education, Educational Technology, Knowledge
Conditions
Keywords
informal learning environment, attentiveness, parent-child collaboration, game
Brief summary
To assess the impact of applying a parent-child collaboration game app on children during museum visiting process compared to traditional text-based panels.
Detailed description
The objective of our research was to confirm the efficacy of an interactive app that facilitates parent-child collaboration during museum visits and to provide children with knowledge regarding the museum learning process. An application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child experience in the museum in a more targeted manner.
Interventions
This application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child groups' experience in the museum in a more targeted manner.
A traditional museum visitor's manual, containing knowledge of similar content to that in the game.
Sponsors
Study design
Intervention model description
In terms of user motivation, the gamified design model for museums aims to engage and satisfy both parents and children by tapping into their intrinsic and extrinsic motivations. The goal is to enhance their involvement and enjoyment. The model emphasizes social interaction and curiosity, offering opportunities for enjoyment and a sense of accomplishment through interactions with parents and peers. By incorporating game-like challenges, the model caters to children's natural inclination for exploration, igniting their curiosity and thus increasing their interest and engagement with the museum.
Eligibility
Inclusion criteria
1. age 8-10 years, 2. good communication and comprehension skills without significant cognitive deficits 3. parents' ability to operate electronic devices proficiently.
Exclusion criteria
1. children can't read the text accurately 2. children with severe disabilities who are unable to move easily 3. guardians who are responsible for more than one child
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| FSS (Flow State Scale) score | immediately after the procedure | The Flow State Scale (FSS) is a psychological assessment tool used to measure the experience of flow, a state of deep immersion and focus in an activity, where time seems to disappear, and a person feels fully engaged and in control. Flow is often associated with peak performance in various domains, including sports, work, and creative activities. The FSS typically consists of a series of statements related to the nine dimensions of flow (Challenge-Skill Balance, Action-Awareness Merging, Clear Goals, Unambiguous Feedback, Concentration on the Task, Sense of Control, Loss of Self-Consciousness, Transformation of Time and Autotelic Experience). Respondents typically rate each statement on a Likert scale (e.g., from 1 to 5 or 1 to 7), indicating how much they agree or disagree with each statement as it applies to their experience. Higher scores on the FSS indicate a stronger experience of flow. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Post-game knowledge assessment | immediately after the procedure | The Knowledge Test was designed to analyze educational efficiency by measuring the amount of knowledge remembered by participants. The test consisted of seven quiz questions about points of knowledge in the museum. In order to prevent children from visiting purposefully, the researcher designed two similar sets of test questions. |
Countries
China