Mobile and Ubiquitous Personalised Technologies and Applications in Heritage Education and Museum Learning Environments

A special issue of Education Sciences (ISSN 2227-7102).

Deadline for manuscript submissions: closed (31 March 2024) | Viewed by 1501

Special Issue Editors


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Guest Editor
Department of Cultural Technology and Communication, Aegean University, 81100 Mytilene, Greece
Interests: human–computer interaction; cultural informatics; affective computing; artificial intelligence and machine learning; digital culture

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Guest Editor
Department of Cultural Technology and Communication, Aegean University, 81100 Mytilene, Greece
Interests: human–computer interaction; user experience; ubiquitous computing; digital culture; cultural personalisation and classification techniques; digital museum

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Guest Editor
Department of History and Archaeology, University of Patras, 26504 Rio, Greece
Interests: art history; public history – public art and public space; history and museums/galleries; digital art history

Special Issue Information

Dear Colleagues,

As guest editors of this Special Issue of Education Sciences, we are planning to focus on the topic of “Mobile and Ubiquitous Personalised Technologies and Applications in Heritage Education and Museum Learning Environments”.

Technology has changed and will continue to advance at a rapid rate, providing access to learning wherever and whenever users need it, therefore establishing a ubiquitous learning environment. Ubiquitous computing environments should be viewed through the lens of the teacher and the learning environment in which all students have access to mobile learning devices at any time and in any location.

Furthermore, for more than a generation, researchers from academia and the cultural heritage (CH) field have worked on describing and understanding the GLAM (Galleries, Libraries, Archives, and Museums) visitor experience better. Research has been performed regarding who visits GLAMs, what visitors do, and what visitors learn from their visits. However, only rarely has research been performed using methods that allow an understanding of the whole visitor and the whole learning experience.

Therefore, personalised learning via mobile devices or ubiquitous technologies in GLAMs is a recent trend gaining traction on a global scale, offering new avenues for enhancing and promoting heritage education and museum learning. Many GLAM teachers and curators have accommodated mobile and ubiquitous technology as a means of facilitating individualised learning. One thing is certain: mobile devices and ubiquitous technologies are handy instruments frequently utilised for informal education. The widespread use of phones, smartphones, tablets, and wearables for everyday activities demonstrates both the broad appeal of personalised learning and the potential to advance the concept of personalisation in GLAM education at all levels.

This Special Issue aims to promote new methods, pervasive applications, and platforms related to the application of digital technologies in heritage education and museum learning environments. The scope of this Special Issue includes designing and employing digital education applications, as well as theoretical development, educational demonstrations, distance learning and teaching, empirical studies, case studies, action research studies, and practices of adapting technology with ubiquitous mechanisms for GLAM education.

In this Special Issue, original research articles and reviews are welcome. Research areas may include (but are not limited to) the following:

  • Personalised applications in heritage education and museum learning;
  • Serious games in heritage education and museum learning;
  • Digital storytelling in education and museum learning;
  • Artificial Intelligence techniques applied to GLAM education;
  • Distance learning and teaching;
  • Empirical studies in GLAM education;
  • Interface design in GLAM education;
  • GLAM learning digital tools;
  • Education technology in GLAMs;
  • Gamification in GLAM education;
  • Interactive learning environments in museums;
  • Learning analytics and backward design in museums;
  • Learning and GLAM management systems and tools;
  • Multimedia design in GLAM education;
  • Remote learning and online teaching in GLAMs;
  • Virtual learning GLAM environments;
  • Virtual reality and augmented reality learning GLAM environments;
  • Social media in education and museum;
  • Digital cultural heritage;
  • Human–machine interactions in VR/AR environments;
  • Digital twins in cultural heritage.

We look forward to receiving your contributions.

Dr. George Caridakis
Dr. Markos Konstantakis
Dr. Alexandros Teneketzis
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a double-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Education Sciences is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • ubiquitous learning in GLAMs
  • personalised educational applications in GLAMs
  • serious games in GLAM education
  • digital storytelling in GLAM education
  • virtual learning GLAM environments
  • museum learning digital tools

Published Papers (1 paper)

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19 pages, 1188 KiB  
Article
Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games
by Daniel Camuñas-García, María Pilar Cáceres-Reche, María de la Encarnación Cambil-Hernández and Manuel Enrique Lorenzo-Martín
Educ. Sci. 2024, 14(4), 396; https://doi.org/10.3390/educsci14040396 - 10 Apr 2024
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Abstract
Video games have emerged as a promising tool for enhancing engagement with cultural heritage. However, there is limited knowledge about how existing games can effectively fulfill this role. This study compiled and analyzed 100 video games based on cultural heritage by adapting an [...] Read more.
Video games have emerged as a promising tool for enhancing engagement with cultural heritage. However, there is limited knowledge about how existing games can effectively fulfill this role. This study compiled and analyzed 100 video games based on cultural heritage by adapting an existing framework that includes 10 game attributes for a comparative statistical analysis of the games’ engagement features. These features include narrative-driven gameplay, information capsules, task-driven learning, ease of play, identity-driven content, open-world exploration, people-centered perspectives, meaningfulness, simulation, and verisimilitude. The analysis revealed that while the majority of games adhered to most of the recommended attributes, features such as task-driven learning, open-world exploration, and simulation were either uncommon or rare. These findings highlight a significant opportunity to develop games that incorporate these underrepresented features, thereby providing more immersive and engaging experiences in heritage education. Furthermore, the study offers a systematic overview of existing games that represent cultural heritage, serving as a valuable resource for developers, designers, and educators in this field. Full article
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