Driving co-engineering in virtual children's museum: using community engagement.
This study aimed to develop the Sanxingdui Online Children's Museum application jointly. The authors of the study, children aged 12–15, software developers and museum visitors were the co-designers of the application. The collaborative engineering consisted of six consecutive stages of empathizing,...
| Publicado en: | Museum Management & Curatorship Vol. 39; no. 6; pp. 716 - 733 |
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| Autores principales: | , , |
| Formato: | Artículo |
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Taylor & Francis Ltd
Dec2024
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=181054834&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 181054834 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 09647775 JP0 jtl: Museum Management & Curatorship issn: 09647775 maglogo: N pubinfo: dt: Dec2024 vid: 39 iid: 6 pid: 377 pub: Taylor & Francis Ltd artinfo: ui: 181054834 10.1080/09647775.2023.2297367 ppf: 716 ppct: 17 formats: tig: atl: Driving co-engineering in virtual children's museum: using community engagement. aug: au: Wang, Zhiwei Xu, Shuke Li, Ziqi affil: College of Art, Southwest Minzu University, Chengdu, People's Republic of China College of Art, South China Agricultural University, Guangzhou, People's Republic of China su: Children's museums Computer software developers Museum visitors Virtual museums Constructivism (Education) sug: subj: Children's museums Computer software developers Museum visitors Virtual museums Constructivism (Education) keyword: Collaborative engineering cultural heritage informal school education theory of constructivism virtual museum ab: This study aimed to develop the Sanxingdui Online Children's Museum application jointly. The authors of the study, children aged 12–15, software developers and museum visitors were the co-designers of the application. The collaborative engineering consisted of six consecutive stages of empathizing, defining, ideating, prototyping, testing, and implementing. These stages included a site visit, seminars and consultations, registration, laboratory, and field testing. As expected, the children were more involved in the design process than adults were and reported a high level of acquisition of new knowledge. The stages of empathizing and generating ideas turned out to be especially informative for the children. The field-testing results were satisfactory in terms of usability, functionality, cultural content and gameplay of the application. The paper discusses some collaborative engineering issues at each stage of the study. The work done to create the application has educational value and is important for the preservation of cultural heritage. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y dt: @attributes: year: 2024 holdings: @attributes: islocal: N |
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