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,...

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Publicado en:Museum Management & Curatorship Vol. 39; no. 6; pp. 716 - 733
Autores principales: Wang, Zhiwei, Xu, Shuke, Li, Ziqi
Formato: Artículo
Publicado: Taylor & Francis Ltd Dec2024
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Dec2024
      vid: 39
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      pub: Taylor & Francis Ltd
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        181054834
        10.1080/09647775.2023.2297367
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        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
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