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Gamers in the Museum : = A Redesign of Museum Education for the Next Level Visitor.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
Gamers in the Museum :/
其他題名:
A Redesign of Museum Education for the Next Level Visitor.
作者:
Savacool, Camerin.
面頁冊數:
1 online resource (71 pages)
附註:
Source: Masters Abstracts International, Volume: 85-04.
Contained By:
Masters Abstracts International85-04.
標題:
Education. -
電子資源:
click for full text (PQDT)
ISBN:
9798380587068
Gamers in the Museum : = A Redesign of Museum Education for the Next Level Visitor.
Savacool, Camerin.
Gamers in the Museum :
A Redesign of Museum Education for the Next Level Visitor. - 1 online resource (71 pages)
Source: Masters Abstracts International, Volume: 85-04.
Thesis (M.A.)--The University of the Arts, 2023.
Includes bibliographical references
Despite overwhelming evidence that video games improve cognitive functions and support skill development, museums have been slow to integrate games into their educational programs and site experiences. Video game players are a large audience that museums need to reach to stay relevant in a fast paced, short-form digital culture. This study looks at the literature surrounding video games and cognition to understand the educational benefits games have. Museum visitor demographic reports are compared to gamer demographics to clarify the overlap in audience. The use of Minecraft in education was studied to uncover instances in which principles of constructivist learning theory were demonstrated. A contemporary example of a museum implementing a game in their visitor education was explored to gain insight on applicability.The future of museums in a rapidly digitizing landscape is studied to gain insight on how museums can grow with games. The creation process of an educational experience built in the game Minecraft will be documented to provide a foundational basis that can be expanded upon. This study provides suggestions for incorporating games in museum education and engagement.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2024
Mode of access: World Wide Web
ISBN: 9798380587068Subjects--Topical Terms:
555912
Education.
Subjects--Index Terms:
CognitionIndex Terms--Genre/Form:
554714
Electronic books.
Gamers in the Museum : = A Redesign of Museum Education for the Next Level Visitor.
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Source: Masters Abstracts International, Volume: 85-04.
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Includes bibliographical references
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Despite overwhelming evidence that video games improve cognitive functions and support skill development, museums have been slow to integrate games into their educational programs and site experiences. Video game players are a large audience that museums need to reach to stay relevant in a fast paced, short-form digital culture. This study looks at the literature surrounding video games and cognition to understand the educational benefits games have. Museum visitor demographic reports are compared to gamer demographics to clarify the overlap in audience. The use of Minecraft in education was studied to uncover instances in which principles of constructivist learning theory were demonstrated. A contemporary example of a museum implementing a game in their visitor education was explored to gain insight on applicability.The future of museums in a rapidly digitizing landscape is studied to gain insight on how museums can grow with games. The creation process of an educational experience built in the game Minecraft will be documented to provide a foundational basis that can be expanded upon. This study provides suggestions for incorporating games in museum education and engagement.
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