Virtual Voyages: Navigating Museum Education with Electronic Games

Year : 2024 | Volume : 14 | Issue : 03 | Page : 34 38
    By

    Pandya Vishal Kishorchandra,

  • Vandariya Jigar K.,

  • Solanki Chetan V.,

  • Solanki Kaushal C.,

  • Marthak Dharam J.,

  1. Assistant Professor, Department of Computer Science, Shri V.J. Modha College of Information Technology, Porbandar, Gujarat, India
  2. Student, Department of Computer Science, Shri V.J. Modha College of Information Technology, Porbandar, Gujarat, India
  3. Student, Department of Computer Science, Shri V.J. Modha College of Information Technology, Porbandar, Gujarat, India
  4. Student, Department of Computer Science, Shri V.J. Modha College of Information Technology, Porbandar, Gujarat, India
  5. Student, Department of Computer Science, Shri V.J. Modha College of Information Technology, Porbandar, Gujarat, India

Abstract

The incorporation of electronic games into museum environments is becoming increasingly popular as an effective educational resource. These games offer a dynamic way to engage visitors, enhancing their overall experience by catering to diverse learning styles and effectively capturing the attention of a digital-native audience. By integrating interactive components, museums can enhance the learning experience, making it more engaging and enjoyable, which subsequently boosts knowledge retention. This approach has the potential to revolutionize museum education, offering new pathways for learning that resonate with both younger and older visitors alike. However, the adoption of electronic games in museums is not without its challenges. One significant concern is finding the right balance between entertainment and education. Museums must ensure that the games they introduce do not overshadow the educational content but rather complement and enhance it. This necessitates thoughtful planning and design to develop games that are both educational and captivating. Additionally, museums face the task of ensuring that these games are accessible and inclusive for all visitors, regardless of age, ability, or background. Accessibility is crucial to making sure that the benefits of these games are available to everyone, promoting an inclusive environment where all visitors can participate in the learning experience. Despite these challenges, the potential of electronic games to transform museum education is immense. By leveraging the interactive and engaging nature of these games, museums can inspire a deeper interest in learning and foster a lifelong passion for knowledge. As museums continue to evolve, the thoughtful integration of electronic games will likely play a key role in shaping the future of museum education, making learning more accessible, engaging, and relevant to today’s audiences.

Keywords: Cybersecurity, education, gamification, museum, virtual reality

[This article belongs to Current Trends in Information Technology ]

How to cite this article:
Pandya Vishal Kishorchandra, Vandariya Jigar K., Solanki Chetan V., Solanki Kaushal C., Marthak Dharam J.. Virtual Voyages: Navigating Museum Education with Electronic Games. Current Trends in Information Technology. 2024; 14(03):34-38.
How to cite this URL:
Pandya Vishal Kishorchandra, Vandariya Jigar K., Solanki Chetan V., Solanki Kaushal C., Marthak Dharam J.. Virtual Voyages: Navigating Museum Education with Electronic Games. Current Trends in Information Technology. 2024; 14(03):34-38. Available from: https://journals.stmjournals.com/ctit/article=2024/view=171690


References

  1. Kishorchandra PV, Vadher B, Meghnathi R, Raychura M, Keshwala K. A comprehensive review—Building a secure social media environment for kids—Automated content filtering with biometric feedback. Int J Innov Res Comput Sci Technol. 2024;12:25-30.
  2. Thakrar Z, Gonsai A. Predicting fishing effort: Data collection for machine learning model using scientific and indigenous methods. In: Proceedings of the International Conference on Information and Communication Technology for Intelligent Systems. Springer Nature Singapore; 2023. p. 207–15. DOI: 10.1007/978-981-99-3761-5_20.
  3. Khaleefah AD, Al-Mashhadi HM. Methodologies, requirements, and challenges of cybersecurity frameworks: A review. Iraqi J Sci. 2024;65(1):468-86. DOI: 10.24996/ijs.2024.65.1.38.
  4. Thakrar Z, Gonsai A. Comparing fish finding techniques using satellite and indigenous data based on different machine learning algorithms. In: Advances in Information Communication Technology and Computing: Proceedings of AICTC 2022. Springer Nature Singapore; 2023. p. 329–40.
  5. Ray RK, Chowdhury FR, Hasan MR. Blockchain applications in retail cybersecurity: Enhancing supply chain integrity, secure transactions, and data protection. J Bus Manag Stud. 2024;6:206-14. DOI: 10.32996/jbms.2024.6.1.13.
  6. Thakrar Z, Gonsai A. Design and development of a boundary alert system for fishermen. J Mobile Comput Commun Mobile Netw. 2024;11:31-6.
  7. Verma R, Koul S, Kv A. Evaluation and Selection of a Cybersecurity Platform ─ Case of the Power Sector in India. Decis Making Appl Manag Eng. 2023;7:209-36. DOI: 10.31181/dmame712024891.
  8. Krstić M, Agnusdei GP, Miglietta PP, Tadić S, Roso V. Applicability of industry 4.0 technologies in the reverse logistics: A circular economy approach based on comprehensive distance based ranking (COBRA) method. Sustainability. 2022;14:5632. DOI: 10.3390/su14095632.
  9. Murodov OT. Innovative information technologies and new methods and tools for their application in today’s education. Int Multidiscip J Res Dev. 2023;10:659-64.
  10. Pandya V. Role of e-learning based higher education in sustainable development. E-Commerce Fut Trends. 2023;7:20-3.
  11. Arif YM, Ayunda N, Diah NM, Garcia MB. A systematic review of serious games for health education: Technology, challenges, and future directions. In: Transform Approaches Patient Literacy Health Care Innov. 2024. p. 20–45. DOI: 10.4018/979-8-3693-3661-8.ch002.
  12. Linnenluecke MK, Marrone M, Singh AK. Conducting systematic literature reviews and bibliometric analyses. Aust J Manag. 2020;45:175-94. DOI: 10.1177/0312896219877678.
  13. Akhmedov BA, Makhmudova DM, Akhmedjonov DG. Using the Socrates method in improving the quality of education in pedagogical universities. Sciental J Educ Humanit Soc Sci. 2024;2:16-24. DOI: 10.62536/sjehss.v2i1.8.
  14. Behl A, Jayawardena N, Shankar A, Gupta M, Lang LD. Gamification and neuromarketing: A unified approach for improving user experience. J Consum Behav. 2024;23:218-28. DOI: 10.1002/cb.2178.
  15. Podsakoff PM, MacKenzie SB, Lee JY, Podsakoff NP. Common method biases in behavioral research: A critical review of the literature and recommended remedies. J Appl Psychol. 2003;88:879-903. DOI: 10.1037/0021-9010.88.5.879. PubMed: 14516251.
  16. Hammedi W, Leclercq T, Steils N. Gamification myopia: Satiation effects in gamified activities. J Serv Res. 2024;27:213-30. DOI: 10.1177/10946705231190873.
  17. Mehta N, Thaker H. Study of nutrition-based recommender system for diabetes and cardiovascular patients based on various machine learning techniques: A systematic review. In: Advances in Information Communication Technology and Computing: Proceedings of AICTC 2022. Springer Nature Singapore; 2023. p. 317–27.
  18. Samala AD, Bojic L, Vergara-Rodríguez D, Klimova B, Ranuharja F. Exploring the impact of gamification on 21st-century skills: Insights from DOTA 2. Int J Interact Mobile Technol. 2023;17:33-54. DOI: 10.3991/ijim.v17i18.42161.
  19. Salet JK, Parekh B. Implementation of e-governance framework for rural areas of India. In: Advances in Information Communication Technology and Computing: Proceedings of AICTC 2022. Springer Nature Singapore; 2023. p. 341–52.
  20. Ballatore A, Katerinchuk V, Poulovassilis A, Wood PT. Tracking museums’ online responses to the Covid-19 pandemic: A study in museum analytics. J Comput Cult Herit. 2024;17:1-29. DOI: 10.1145/3627165.
  21. Salet J, Rakholia DK, Rahul O, Jignesh K, Jay K. Navigating the evolution: Current trends and future directions in programming languages. Int J Innov Res Comput Sci Technol. 2024;12:43-6. DOI: 10.55524/ijircst.2024.12.4.7.
  22. Lieto A, Striani M, Gena C, Dolza E, Marras AM, Pozzato GL, Damiano R. A sensemaking system for grouping and suggesting stories from multiple affective viewpoints in museums. Hum-Comput Interact. 2024;39:109-43. DOI: 10.1080/07370024.2023.2242355.
  23. Kanjibhai SJ, Gokani PK. Effective role of e-governance in higher education. NOLEGEIN-Journal Corp Bus Law. 2020;3:1-6.
  24. Huang T, Wei J. Management strategies for museum night opening in China: A SWOT-TOWS analysis of Shanghai museums. Cogent Soc Sci. 2024;10:2327857. DOI: 10.1080/23311886.2024.
  25. Bosman IV, Buruk OO, Jørgensen K, Hamari J. The effect of audio on the experience in virtual reality: A scoping review. Behav Inf Technol. 2024;43:165-99. DOI: 10.1080/0144929X.2022.
  26. Di Natale AF, Repetto C, Costantini G, Riva G, Bricolo E, Villani D. Learning in the metaverse: Are university students willing to learn in immersive virtual reality? Cyberpsychol Behav Soc Netw. 2024;27:28-36. DOI: 10.1089/cyber.2022.0395. PubMed: 38197837.
  27. Luo S, Nguyen A, Farooq H, Sun K, Yan Z. Eavesdropping on controller acoustic emanation for keystroke inference attack in virtual reality. In: The Network and Distributed System Security Symposium. National Down Syndrome Society; 2024. DOI: 10.14722/ndss.2024.24100.

Regular Issue Subscription Review Article
Volume 14
Issue 03
Received 14/08/2024
Accepted 24/08/2024
Published 11/09/2024



My IP

PlumX Metrics