Log in

A systematic review of the pedagogical roles of technology in ICT-assisted museum learning studies

  • Published:
Education and Information Technologies Aims and scope Submit manuscript

Abstract

Technologies used inside and outside museums generate brand new perspectives and learning areas for museum learning. This study analysed 45 empirical studies that included technological tools used in museums as well as those tools that dealt with the museum’s visitor’s learning achievements. The results of the study show that a variety of cognitive and affective skills have been achieved in ICT-assisted studies. Having different dimensions of interaction, such technologies can be used for different purposes, such as providing general guidance, synthesizing museum learning, consolidating knowledge, designing or experimenting, and/or offering individual experiences with personalized technologies. On the other hand, it appears that technology is still not being used efficiently to the fullest extent of its potential. Therefore, it is recommended that further studies should present more suitable technologies that fit individual differences, have a capacity to increase social interactions, contain enriched specifications, and can be used in a variety of environments.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price includes VAT (Germany)

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3

Similar content being viewed by others

Data availability

The authors confirm that the data supporting the findings of this study are available within the article. A supplementary file showing the entire analysis of articles was also uploaded.

References

References with (*) were included in analysis

  • Andersen, M. F., Levinsen, H., Møller, H. H., & Thomsen, A. V. (2020). Building bridges between school and a science center using a flipped learning framework. Journal of Museum Education, 45(2), 200–209.

    Article  Google Scholar 

  • *Atwood-Blaine, D., Rule, A. C., & Walker, J. (2019). Creative self-efficacy of children aged 9-14 in a science center using a situated Mobile game. Thinking Skills and Creativity, 33, 100580.

  • Abdul Aziz, M. N., Harun, S. N., Baharom, M. K., & Kamaruddin, N. (2020). Preferred learning styles for digital native and digital immigrant visitors in the Malaysian music museum. Asian Journal of University Education, 16(3), 234–246.

    Article  Google Scholar 

  • *Bakken, S. M., & Pierroux, P. (2015). Framing a topic: Mobile video tasks in museum learning. Learning, Culture and Social Interaction, 5, 54-65.

  • Behrendt, M., & Franklin, T. (2014). A review of research on school field trips and their value in education. International Journal of Environmental and Science Education, 9(3), 235–245.

    Google Scholar 

  • *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.

  • Budge, K. (2017). Objects in Focus: Museum Visitors and Instagram. Curator: The Museum Journal, 60, 67–85. https://doi.org/10.1111/CURA.12183

    Article  Google Scholar 

  • Camarero, C., Garrido, M. J., & Vicente, E. (2011). How cultural organizations’ size and funding influence innovation and performance: the case of museums. Journal of Cultural Economics, 35, 247–266.

    Article  Google Scholar 

  • Carrozzino, M., & Bergamasco, M. (2010). Beyond virtual museums: experiencing immersive virtual reality in real museums. Journal of Cultural Heritage, 11(4), 452–458.

    Article  Google Scholar 

  • *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.

  • *Chang, Y. L., Hou, H. T., Pan, C. Y., Sung, Y. T., & Chang, K. E. (2015). Apply an augmented reality in a mobile guidance to increase sense of place for heritage places. Journal of Educational Technology & Society, 18(2), 166-178.

  • *Charitonos, K., Blake, C., Scanlon, E., & Jones, A. (2012). Museum learning via social and mobile technologies:(How) can online interactions enhance the visitor experience? British Journal of Educational Technology, 43(5), 802-819.

  • *Chen, C. H., Chan, W. P., Huang, K., & Liao, C. W. (2022). Supporting informal science learning with metacognitive scaffolding and augmented reality: effects on science knowledge, intrinsic motivation, and cognitive load. Research in Science & Technological Education, 1–16. https://doi.org/10.1080/02635143.2022.2032629.

  • *Chen, C. C., & Chen, C. Y. (2018). Exploring the effect of learning styles on learning achievement in a u-Museum. Interactive Learning Environments, 26(5), 664-681.

  • *Chen, C. C., & Huang, T. C. (2012). Learning in a u-Museum: Develo** a context-aware ubiquitous learning environment. Computers & Education, 59(3), 873-883.

  • *Chen, G., **n, Y., & Chen, N. S. (2017). Informal learning in science museum: development and evaluation of a mobile exhibit label system with iBeacon technology. Educational Technology Research and Development, 65(3), 719-741.

  • Chen, X., Zou, D., Cheng, G., & **e, H. (2020). Detecting latent topics and trends in educational technologies over four decades using structural topic modeling: a retrospective of all volumes of Computers & Education. Computers & Education, 151, 103855.

    Article  Google Scholar 

  • Cil, E., Maccario, N., & Yanmaz, D. (2016). Design, implementation and evaluation of innovative science teaching strategies for non-formal learning in a natural history museum. Research in Science & Technological Education, 34, 325–341. https://doi.org/10.1080/02635143.2016.1222360

    Article  Google Scholar 

  • Ciolfi, L., & Bannon, L. J. (2007). Designing hybrid places: merging interaction design, ubiquitous technologies and geographies of the museum space. CoDesign, 3(3), 159–180.

    Article  Google Scholar 

  • Civantos, A. M., Brown, M., Coughlan, T., Ainsworth, S., & Lorenz, K. (2016). Using mobile media creation to structure museum interpretation with professional vision. Personal and Ubiquitous Computing, 20, 23–36.

    Article  Google Scholar 

  • Cotter, K., Fekete, A., & Silvia, P. (2020). Why Do People Visit Art Museums? Examining Visitor Motivations and Visit Outcomes. Empirical Studies of the Arts, 40, 275–295. https://doi.org/10.1177/02762374211011740

    Article  Google Scholar 

  • Daniela, L. (2020). Virtual museums as learning agents. Sustainability, 12(7), 2698–2722.

    Article  Google Scholar 

  • Efstathiou, I., Kyza, E. A., & Georgiou, Y. (2018). An inquiry-based augmented reality mobile learning approach to fostering primary school students’ historical reasoning in non-formal settings. Interactive Learning Environments, 26(1), 22–41.

    Article  Google Scholar 

  • Egüz, Ş, & Kesten, A. (2012). Sosyal Bilgiler dersinde müze ile eğitimin öğretmen ve öğrenci görüşlerine göre değerlendirilmesi: Samsun ili örneği. İnönü Üniversitesi Eğitim Fakültesi Dergisi, 13(1), 81–104.

    Google Scholar 

  • Eklund, L. (2020). A Shoe Is a Shoe Is a Shoe: Interpersonalization and Meaning-making in Museums – Research Findings and Design Implications. International Journal of Human-Computer Interaction, 36, 1503–1513. https://doi.org/10.1080/10447318.2020.1767982

    Article  Google Scholar 

  • Fino, J. R. (2008). The effects of human/object interaction on museum visit experience satisfaction (Publication No. 1450726). [Doctoral dissertation, Clemson University]. ProQuest Dissertations Publishing.

  • Freeman, A., Adams Becker, S., Cummins, M., McKelroy, E., Giesinger, C., & Yuhnke, B. (2016). NMC horizon report: 2016 museum edition. The New Media Consortium. https://www.learntechlib.org/p/182007/report_182007.pdf

  • Gammon, B., & Burch, A. (2008). Designing mobile digital experiences. In L. Tallon & K. Walker (Eds.), Digital technologies and the museum experience: Handheld guides and other media (Vol. 35, pp. 35–60). AltamiraPress.

    Google Scholar 

  • *Gampell, A. V., Gaillard, J., Parsons, M., & Le Dé, L. (2021). Exploring the use of the Quake Safe House video game to foster disaster and disaster risk reduction awareness in museum visitors. International Journal of Disaster Risk Reduction, 52, 101934.

  • Ghouaiel, N., Garbaya, S., Cieutat, J. M., & Jessel, J. P. (2017). Mobile augmented reality in museums: towards enhancing visitor’s learning experience. International Journal of Virtual Reality, 17(1), 21–31.

    Article  Google Scholar 

  • Giannini, T., & Bowen, J. P. (2022). Museums and Digital Culture: From reality to digitality in the age of COVID-19. Heritage, 5(1), 192–214.

    Article  Google Scholar 

  • Gonzalez Vargas, J. C., Fabregat, R., Carrillo-Ramos, A., & Jové, T. (2020). Survey: Using augmented reality to improve learning motivation in cultural heritage studies. Applied Sciences, 10(3), 897–923.

    Article  Google Scholar 

  • Gronemann, S. T. (2017). Portable tablets in science museum learning: Options and obstacles. Journal of Science Education and Technology, 26, 309–321.

    Article  Google Scholar 

  • *Guazzaroni, G. (2013). Emotional map** of the archaeologist game. Computers in Human Behavior, 29(2), 335-344.

  • *Ha, J., Pérez Cortés, L. E., Su, M., Nelson, B. C., Bowman, C., & Bowman, J. D. (2021). The impact of a gamified mobile question-asking app on museum visitor group interactions: an ICAP framing. International Journal of Computer-Supported Collaborative Learning, 16(3), 367-401.

  • Hall, T., & Bannon, L. (2006). Designing ubiquitous computing to enhance children’s learning in museums. Journal of Computer Assisted Learning, 22(4), 231–243.

    Article  Google Scholar 

  • 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 (JOCCH), 13(2), 1–22.

    Article  Google Scholar 

  • Han, D. I. D., Weber, J., Bastiaansen, M., Mitas, O., & Lub, X. (2019). Virtual and augmented reality technologies to enhance the visitor experience in cultural tourism. In M. C. tom Dieck & T. Jung (Eds.), Augmented reality and virtual reality: The power of AR and VR for business (pp. 113–128). Springer.

  • Hijazi, A. N., & Baharin, H. (2022). The Effectiveness of Digital Technologies Used for the Visitor's Experience in Digital Museums. A Systematic Literature Review from the Last Two Decades. International Journal of Interactive Mobile Technologies, 16(16), 142–159.

  • *Hillman, T., Weilenmann, A., Jungselius, B., & Lindell, T. L. (2016). Traces of engagement: Narrative-making practices with smartphones on a museum field trip. Learning, Media and Technology, 41(2), 351-370.

  • Hooper-Greenhill, E. (2004). Measuring learning outcomes in museums, archives and libraries: The Learning Impact Research Project (LIRP). International Journal of Heritage Studies, 10(2), 151–174.

    Article  Google Scholar 

  • Hooper-Greenhill, E. (2007). Museums and education: Purpose, pedagogy, performance. Routledge.

    Book  Google Scholar 

  • *Horn, M. S., Phillips, B. C., Evans, E. M., Block, F., Diamond, J., & Shen, C. (2016). Visualizing biological data in museums: Visitor learning with an interactive tree of life exhibit. Journal of Research in Science Teaching, 53(6), 895-918.

  • *Hou, H. T., Wu, S. Y., Lin, P. C., Sung, Y. T., Lin, J. W., & Chang, K. E. (2014). A blended mobile learning environment for museum learning. Journal of Educational Technology & Society, 17(2), 207-218.

  • Huebner, E. J. (2022). TikTok and museum education: A visual content analysis. International Journal of Education Through Art, 18(2), 209–225.

    Article  Google Scholar 

  • *Hsu, T. Y., Chiou, C. K., Tseng, J. C., & Hwang, G. J. (2015). Development and evaluation of an active learning support system for context-aware ubiquitous learning. IEEE Transactions on Learning Technologies, 9(1), 37-45.

  • *Hsu, T. Y., & Liang, H. Y. (2017). A cyclical learning model to promote children’s online and on-site museum learning. The Electronic Library, 35(2), 333-347.

  • *Hsu, T. Y., Liang, H., Chiou, C. K., & Tseng, J. C. (2018). CoboChild: a blended mobile game-based learning service for children in museum contexts. Data Technologies and Applications, 52(3), 294-312.

  • Ilhan, P., & Aslan, A. (2021). The Visionary Pros Of Artifıcial Intelligence In Museum Education. Bilgi Yönetimi. https://doi.org/10.33721/by.908020.

  • Jant, E., Haden, C., Uttal, D., & Babcock, E. (2014). Conversation and object manipulation influence children’s learning in a museum. Child Development, 85(5), 2029–2045. https://doi.org/10.1111/cdev.12252

    Article  Google Scholar 

  • Jahreie, C. F., Arnseth, H. C., Krange, I., Smørdal, O., & Kluge, A. (2011). Designing for play-based learning of scientific concepts: Digital tools for bridging school and science museum contexts. Children, Youth and Environments, 21(2), 236–255.

    Article  Google Scholar 

  • Johnson, L., Adams Becker, S., Estrada, V., & Freeman, A. (2015). NMC horizon report: 2015 museum edition. The New Media Consortium. https://files.eric.ed.gov/fulltext/ED559371.pdf

  • Jung, T., tom Dieck, M. C., Lee, H., & Chung, N. (2016). Effects of virtual reality and augmented reality on visitor experiences in museum. In Information and Communication Technologies in Tourism 2016: Proceedings of the International Conference in Bilbao, Spain, February 2–5, 2016 (pp. 621–635). Springer.

  • Kang, C., Anderson, D., & Wu, X. (2010). Chinese perceptions of the interface between school and museum education. Cultural Studies of Science Education, 5(3), 665–684.

    Article  Google Scholar 

  • Kang, M., & Gretzel, U. (2012). Effects of podcast tours on tourist experiences in a national park. Tourism Management, 33(2), 440–455.

    Article  Google Scholar 

  • Kang, J., Jang, J., & Jeong, C. (2018). Understanding museum visitor satisfaction and revisit intentions through mobile guide system: moderating role of age in museum mobile guide adoption. Asia Pacific Journal of Tourism Research, 23, 108–195. https://doi.org/10.1080/10941665.2017.1410190

    Article  Google Scholar 

  • Karadeniz, C., & Okvuran, A. (2014). Müzede bir gece: Ankara Üniversitesi öğrencileri ile Çorum Arkeoloji Müzesi’nde müze eğitimi. Elementary Education Online, 13(3), 865–879.

    Google Scholar 

  • Kasperiūnienė, J., & Tandzegolskienė, I. (2020). Smart learning environments in a contemporary museum: a case study. The Journal of Education, Culture, and Society, 11, 353–375. https://doi.org/10.15503/jecs2020.2.353.375.

  • Katifori, A., Karvounis, M., Kourtis, V., Kyriakidi, M., Roussou, M., Tsangaris, M., & Pujol, L. (2014). CHESS: personalized storytelling experiences in museums. In Interactive Storytelling: 7th International Conference on Interactive Digital Storytelling, ICIDS 2014, Singapore, Singapore, November 3–6, 2014, Proceedings 7 (pp. 232–235). Springer.

  • * Katifori, A., Perry, S., Vayanou, M., Antoniou, A., Ioannidis, I. P., McKinney, S., & Ioannidis, Y. (2020). “Let them talk!” exploring guided group interaction in digital storytelling experiences. Journal on Computing and Cultural Heritage (JOCCH), 13(3), 1–30.

  • Kéfi, H., & Pallud, J. (2011). The role of technologies in cultural mediation in museums: an Actor-Network Theory view applied in France. Museum Management and Curatorship, 26(3), 273–289.

    Article  Google Scholar 

  • *Khan, M. A., Israr, S., Almogren, A. S., Din, I. U., Almogren, A., & Rodrigues, J. J. (2021). Using augmented reality and deep learning to enhance Taxila Museum experience. Journal of Real-Time Image Processing, 18(2), 321-332.

  • Kim, M., Dillon, J., & Song, J. (2020). The factors and features of museum fatigue in science centres felt by Korean students. Research in Science Education, 50, 419–436. https://doi.org/10.1007/S11165-018-9695-X

    Article  Google Scholar 

  • Kim, M. J., & Hall, C. M. (2019). A hedonic motivation model in virtual reality tourism: Comparing visitors and non-visitors. International Journal of Information Management, 46, 236–249.

    Article  Google Scholar 

  • Kim, S., Im, D., Lee, J., & Choi, H. (2019). Utility of digital technologies for the sustainability of intangible cultural heritage (ICH) in Korea. Sustainability. https://doi.org/10.3390/su11216117

    Article  Google Scholar 

  • King, B. (2015). Introduction. In B. King & B. Lord (Eds.), The manual of museum learning (pp. 3–9). Rowman & Littlefield.

    Google Scholar 

  • *Knight, K., & Davies, R. S. (2016). Using a Mobile Dichotomous Key iPad application as a scaffolding tool in a museum setting. Interactive Learning Environments, 24(4), 814-828.

  • Koran, J. J., & Koran, M. L. (1986). A proposed framework for exploring museum education research. The Journal of Museum Education, 11(1), 12–16.

    Google Scholar 

  • Koutsabasis, P., & Vosinakis, S. (2018). Kinesthetic interactions in museums: conveying cultural heritage by making use of ancient tools and (re-) constructing artworks. Virtual Reality, 22(2), 103–118.

    Article  Google Scholar 

  • Kristinsdóttir, A. (2017). Toward sustainable museum education practices: confronting challenges and uncertainties. Museum Management and Curatorship, 32, 424–439. https://doi.org/10.1080/09647775.2016.1250104

    Article  Google Scholar 

  • Kuflik, T., Wecker, A., Lanir, J., & Stock, O. (2015). An integrative framework for extending the boundaries of the museum visit experience: linking the pre, during and post visit phases. Information Technology & Tourism, 15, 17–47. https://doi.org/10.1007/s40558-014-0018-4

    Article  Google Scholar 

  • Lee, H., Jung, T. H., tom Dieck, M. C., & Chung, N. (2020). Experiencing immersive virtual reality in museums. Information & Management, 57(5), 103229.

  • Li, Q. (2022). Effects of different types of digital exhibits on children’s experiences in science museums. The Design Journal, 25(1), 126–135.

    Article  Google Scholar 

  • *Li, W., Chiu, C. K., & Tseng, J. C. (2019). Effects of a personalized navigation support approach on students’ context-aware ubiquitous learning performances. Journal of Educational Technology & Society, 22(2), 56-70.

  • *Liang, H. Y., Hsu, T. Y., & Hwang, G. J. (2021a). Promoting children's inquiry performances in alternate reality games: A mobile concept map**‐based questioning approach. British Journal of Educational Technology, 52(5), 2000-2019.

  • *Liang, H. Y., Hsu, T. Y., Hwang, G. J., Chang, S. C., & Chu, H. C. (2021b). A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums. Interactive Learning Environments, 31(5), 2692-2706.

  • Mason, M. (2013). The Dimensions of the Mobile Visitor Experience: Thinking beyond the Technology Design. The International Journal of the Inclusive Museum, 5, 51–72. https://doi.org/10.18848/1835-2014/CGP/V05I03/44404.

  • Maccario, N. K. (2012). Stimulation of multiple intelligence by museum education at teachers’ training. Procedia-Social and Behavioral Sciences, 51, 807–811.

    Article  Google Scholar 

  • Mikalef, K., Giannakos, M. N., Chorianopoulos, K., & Jaccheri, L. (2013). Does informal learning benefit from interactivity? The effect of trial and error on knowledge acquisition during a museum visit. International Journal of Mobile Learning and Organisation 11, 7(2), 158–175.

  • Miyashita, T., Meier, P., Tachikawa, T., Orlic, S., Eble, T., Scholz, V., & Lieberknecht, S. (2008). An augmented reality museum guide. In 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality (pp. 103–106). IEEE.

  • *Moorhouse, N., Jung, T., & tom Dieck, M. C. (2019). Tourism marketers perspectives on enriching visitors city experience with augmented reality: an exploratory study. In M. C. tom Dieck & T. Jung (Eds.), Augmented reality and virtual reality: The power of AR and VR for business (pp. 129–144): Springer.

  • Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage, 15(3), 318–325.

    Article  Google Scholar 

  • Museum Booster. (2021). Museum Innovation Barometer 2021, August 2021. Available online: https://cultureactioneurope.org/files/2021/08/Museum-Innovation-Barometer-2021.pdf. Accessed 21 Jul 2023.

  • Myrczik, E. (2014). Satisfying personal needs at the museum: The role of digital technologies. MedieKultur: Journal of Media and Communication Research, 30, 21. https://doi.org/10.7146/mediekultur.v30i57.16055.

  • Naramski, M. (2020). The Application of ICT and Smart Technologies in Polish Museums—Towards Smart Tourism. Sustainability, 12, 9287. https://doi.org/10.3390/su12219287

    Article  Google Scholar 

  • *Nelson, B. C., Bowman, C. D., Bowman, J. D., Pérez Cortés, L. E., Adkins, A., Escalante, E., & Su, M. (2020). Ask Dr. Discovery: The impact of a casual mobile game on visitor engagement with science museum content. Educational Technology Research and Development, 68(1), 345–362.

  • *Ng, K. H., Huang, H., & O’malley, C. (2018). Treasure codes: augmenting learning from physical museum exhibits through treasure hunting. Personal and Ubiquitous Computing, 22(4), 739-750.

  • Packer, J., & Ballantyne, R. (2005). Solitary vs. shared: Exploring the social dimension of museum learning. Curator: The Museum Journal, 48(2), 177–192.

  • Pallud, J. (2017). Impact of interactive technologies on stimulating learning experiences in a museum. Information & Management, 54(4), 465–478.

    Article  Google Scholar 

  • Park, S., & Weng, W. (2020). The relationship between ICT-related factors and student academic achievement and the moderating effect of country economic index across 39 countries. Educational Technology & Society, 23(3), 1–15.

    Google Scholar 

  • Pavlovic, D. (2022). Digital Tools in Museum Learning – A Literature Review From 2000 To 2020. Facta Universitatis, Series: Teaching, Learning and Teacher Education. https://doi.org/10.22190/futlte211104013p.

  • Pierroux, P., Krange, I., & Sem, I. (2011). Bridging contexts and interpretations: Mobile blogging on art museum field trips. MedieKultur: Journal of Media and Communication Research, 27, 18. https://doi.org/10.7146/mediekultur.v27i50.2997.

  • 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.

    Article  Google Scholar 

  • Paliokas, I., Patenidis, A., Mitsopoulou, E., Tsita, C., Pehlivanides, G., Karyati, E., Tsafaras, S., Stathopoulos, E., Kokkalas, A., Diplaris, S., Meditskos, G., Vrochidis, S., Tasiopoulou, E., Riggas, C., Votis, K., Kompatsiaris, I., & Tzovaras, D. (2020). A gamified augmented reality application for digital heritage and tourism. Applied Sciences. https://doi.org/10.3390/app10217868

    Article  Google Scholar 

  • Portalés, C., Viñals, M., Alonso-Monasterio, P., & Morant, M. (2010). AR-Immersive Cinema at the Aula Natura Visitors Center. IEEE Multimedia, 17, 8–15. https://doi.org/10.1109/MMUL.2010.72

    Article  Google Scholar 

  • Pourmoradian, S., Farrokhi, O. S., & Hosseini, S. Y. (2021). Museum Visitors’ Interest on Virtual Tours in COVID-19 Situation. Journal of Environmental Management & Tourism, 12(4), 877–885.

    Google Scholar 

  • *Puig, A., Rodríguez, I., Arcos, J. L., Rodríguez-Aguilar, J. A., Cebrián, S., Bogdanovych, A., Morera, A., Palomo, A., & Piqué, R. (2020). Lessons learned from supplementing archaeological museum exhibitions with virtual reality. Virtual Reality, 24(2), 343-358.

  • *Qian, J., Cheng, J., Zeng, Y., & Dian, T. W. (2021). Design and Implementation of Museum Educational Content Based on Mobile Augmented Reality. Computer Systems Science and Engineering, 36(1), 157-173.

  • Rauschnabel, P. A., Felix, R., & Hinsch, C. (2019). Augmented reality marketing: How mobile AR-apps can improve brands through inspiration. Journal of Retailing and Consumer Services, 49, 43–53.

    Article  Google Scholar 

  • Recupero, A., Talamo, A., Triberti, S., & Modesti, C. (2019). Bridging Museum Mission to Visitors’ Experience: Activity, Meanings, Interactions, Technology. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.02092.

  • Rekimoto, J., & Nagao, K. (1995). The world through the computer: Computer augmented interaction with real world environments. In Proceedings of the 8th annual ACM symposium on user interface and software technology (pp. 29–36). New York, NY: Association for Computing Machinery. https://doi.org/10.1145/215585.215639

  • Resta, G., Dicuonzo, F., Karacan, E., & Pastore, D. (2021). The impact of virtual tours on museum exhibitions after the onset of covid-19 restrictions: visitor engagement and long-term perspectives. SCIRES-IT-SCIentific RESearch and Information Technology, 11(1), 151–166.

    Google Scholar 

  • 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.

    Google Scholar 

  • Richani, E., Papaioannou, G., & Banou, C. (2016, October). Emerging opportunities: the internet, marketing and museums. In 20th International Conference on Circuits, Systems, Communications and Computers (CSCC 2016) (Vol. 76, pp. Art-no). EDP Sciences.

  • *Roberts, J., & Lyons, L. (2017). The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibit. International Journal of Computer-Supported Collaborative Learning, 12(4), 343-376.

  • Rowe, J. P., Lobene, E. V., Mott, B. W., & Lester, J. C. (2017). Play in the museum: Design and development of a game-based learning exhibit for informal science education. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(3), 96–113.

    Article  Google Scholar 

  • Rudmann, C. L. (1994). A review of the use and implementation of science field trips. School Science and Mathematics, 94(3), 138–141.

    Article  Google Scholar 

  • *Schaper, M.-M., Santos, M., Malinverni, L., Berro, J. Z., & Pares, N. (2018). Learning about the past through situatedness, embodied exploration and digital augmentation of cultural heritage sites. International Journal of Human-Computer Studies, 114, 36-50.

  • Shaby, N., Ben-Zvi Assaraf, O., & Tal, T. (2019). Engagement in a science museum–The role of social interactions. Visitor Studies, 22(1), 1–20.

    Article  Google Scholar 

  • Shehade, M., & Stylianou-Lambert, T. (2020). Virtual reality in museums: Exploring the experiences of museum professionals. Applied Sciences, 10(11), 4031.

    Article  Google Scholar 

  • Sommerauer, P., & Müller, O. (2014). Augmented reality in informal learning environments: A field experiment in a mathematics exhibition. Computers & Education, 79, 59–68.

    Article  Google Scholar 

  • Southall, H., Marmion, M., & Davies, A. (2019). Adapting Jake Knapp’s design sprint approach for AR/VR applications in digital heritage. In M. C. tom Dieck & T. Jung (Eds.), Augmented reality and virtual reality: The power of AR and VR for business (pp. 59–70). Springer.

  • *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.

  • *Sun, J. C. Y., & Yu, S. J. (2019). Personalized wearable guides or audio guides: An evaluation of personalized museum guides for improving learning achievement and cognitive load. International Journal of Human–Computer Interaction, 35(4-5), 404-414.

  • *Sung, Y. T., Chang, K. E., Hou, H. T., & Chen, P. F. (2010a). Designing an electronic guidebook for learning engagement in a museum of history. Computers in Human Behavior, 26(1), 74-83.

  • *Sung, Y. T., Hou, H. T., Liu, C. K., & Chang, K. E. (2010b). Mobile guide system using problem‐solving strategy for museum learning: a sequential learning behavioural pattern analysis. Journal of Computer Assisted Learning, 26(2), 106-115.

  • Suroto, P. Z., Dewantara, M. H., & Wiradarmo, A. A. (2020). The application of technology in museums. International Journal of Applied Sciences in Tourism and Events, 4(2), 170–181.

    Article  Google Scholar 

  • Tillon, A. B., Marchal, I., & Houlier, P. (2011, October). Mobile augmented reality in the museum: Can a lace-like technology take you closer to works of art?. In 2011 IEEE International Symposium on Mixed and Augmented Reality-Arts, Media, and Humanities (pp. 41–47). IEEE.

  • tom Dieck, M. C., & Jung, T. (2016). Value of augmented reality to enhance the visitor experience: A case study of Manchester Jewish Museum. eReview of Tourism Research, 2016(7), 1–5.

  • tom Dieck, M. C., Jung, T., & Michopoulou, E. (2019). Experiencing virtual reality in heritage attractions: Perceptions of elderly users. In M. C. tom Dieck & T. Jung (Eds.), Augmented reality and virtual reality: The power of AR and VR for business (pp. 89–98). Springer.

  • *tom Dieck, M. C., Jung, T. H., & tom Dieck, D. (2018). Enhancing art gallery visitors’ learning experience using wearable augmented reality: generic learning outcomes perspective. Current Issues in Tourism, 21(17), 2014-2034.

  • Trunfio, M., Campana, S., & Magnelli, A. (2020). Measuring the impact of functional and experiential mixed reality elements on a museum visit. Current Issues in Tourism, 23(16), 1990–2008.

    Article  Google Scholar 

  • Tsiviltidou, Z., & Vavoula, G. (2017). Digital storytelling as a framework for inquiry-based museum learning. In 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT) (pp. 403–405): IEEE.

  • *Turner, H., Resch, G., Southwick, D., McEwen, R., Dubé, A. K., & Record, I. (2017). Using 3D printing to enhance understanding and engagement with young audiences: lessons from workshops in a museum. Curator: The Museum Journal, 60(3), 311–333.

  • Vicente, E., Camarero, C., & Garrido, M. J. (2012). Insights into Innovation in European Museums: The impact of cultural policy and museum characteristics. Public Management Review, 14(5), 649–679.

    Article  Google Scholar 

  • Vosinakis, S., Nikolakopoulou, V., Stavrakis, M., Fragkedis, L., Chatzigrigoriou, P., & Koutsabasis, P. (2020). Co-design of a playful mixed reality installation: an interactive crane in the museum of marble crafts. Heritage, 3(4), 1496–1519.

    Article  Google Scholar 

  • Wagner, D., Schmalstieg, D., & Billinghurst, M. (2006). Handheld AR for collaborative edutainment. In Advances in Artificial Reality and Tele-Existence: 16th International Conference on Artificial Reality and Telexistence, ICAT 2006, Hangzhou, China, November 29-December 1, 2006. Proceedings (pp. 85–96). Springer Berlin Heidelberg.

  • 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.

    Article  Google Scholar 

  • Wang, M., & Nunes, M. B. (2019). Matching serious games with museum’s educational roles: smart education in practice. Interactive Technology and Smart Education, 16(4), 319–342.

    Article  Google Scholar 

  • We Are Museums Staff. (2018). Humans versus machines: Who is the better museum mediator? Accessed from. https://medium.com/@WeAreMuseums/humans-versus-machines-who-is-the-better-museum-mediator-8be6938fe89d. Accessed 21 Jul 2023.

  • Wishart, J., & Triggs, P. (2010). MuseumScouts: Exploring how schools, museums and interactive technologies can work together to support learning. Computers & Education, 54(3), 669–678.

    Article  Google Scholar 

  • Willard, A. K., Busch, J. T., Cullum, K. A., Letourneau, S. M., Sobel, D. M., Callanan, M., & Legare, C. H. (2019). Explain this, explore that: A study of parent–child interaction in a children’s museum. Child Development, 90(5), 598–617.

    Article  Google Scholar 

  • Xu, W., Dai, T. T., Shen, Z. Y., & Yao, Y. J. (2021). Effects of technology application on museum learning: a meta-analysis of 42 studies published between 2011 and 2021. Interactive Learning Environments, 1–16. https://doi.org/10.1080/10494820.2021.1976803.

  • Yiannoutsou, N., Papadimitriou, I., Komis, V., & Avouris, N. (2009). " Playing with" museum exhibits: designing educational games mediated by mobile technology. In Proceedings of the 8th international conference on interaction design and children (pp. 230–233).

  • *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., & Wang, J. (2014). Making the invisible visible in science museums through augmented reality devices. TechTrends, 58(1), 49–55.

    Article  Google Scholar 

  • *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.

  • *Zaharias, P., Michael, D., & Chrysanthou, Y. (2013). Learning through multi-touch interfaces in museum exhibits: An empirical investigation. Journal of Educational Technology & Society, 16(3), 374-384.

  • *Zheng, X., & Yang, X. (2020). Measuring visitor learning outcomes from showcases, video installations, and interactive tablets: an empirical investigation. Museum Management and Curatorship, 35(3), 281-305.

  • Zhou, Y., Chen, J., & Wang, M. (2022). A meta-analytic review on incorporating virtual and augmented reality in museum learning. Educational Research Review, 36, 100454.

    Article  Google Scholar 

  • *Zhou, J., Mori, M., & Kita, H. (2019). Analyzing the Effect of Museum Practice by Using a Multi-Mouse Quiz among Children from Different Grades—A Reflection Perspective. IEICE Transactions on Electronics, 102(11), 771-779.

  • Zouboula, N., Fokides, E., Tsolakidis, C., & Vratsalis, C. (2008). Virtual reality and museum: an educational application for museum education. International Journal of Emerging Technologies in Learning (iJET), 3(2008).

Download references

Funding

This study was supported by TUBITAK (Scientific and Technological Research Council of Turkey) [Grant Number 220K078].

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Türkan Karakuş Yılmaz.

Ethics declarations

Conflict of interest

The authors declare that they have no conflict of interest.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Electronic supplementary material

ESM 1

(XLSX 16.1 kb)

Rights and permissions

Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Karakuş Yılmaz, T., Meral, E. & Başcı Namlı, Z. A systematic review of the pedagogical roles of technology in ICT-assisted museum learning studies. Educ Inf Technol 29, 10069–10103 (2024). https://doi.org/10.1007/s10639-023-12208-3

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10639-023-12208-3

Keywords

Navigation