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To assess the impact of applying a parent-child collaboration game app on children during museum visiting process compared to traditional text-based panels.
The objective of our research was to confirm the efficacy of an interactive app that facilitates parent-child collaboration during museum visits and to provide children with knowledge regarding the museum learning process. An application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child experience in the museum in a more targeted manner.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Museum Talking | Experimental | This application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child groups' experience in the museum in a more targeted manner. The players will experience the historical narrative, Breakout Q&A,and the production game in collaboration with parents. Players can earn between 0 and 3 stars in the game, contingent on the frequency of accurate responses.While the breakout mechanism is mainly triggered by children's external motivation, the design parts of the internal motivation are mainly triggered by parental involvement, including the APP hints, and the model kitchen game. During the first two levels of answering questions, parents get some hints through the APP. In the third level of the simulated kitchen, parents get detailed cooking recipes through the APP so that children can finish it with the help of their parents. The simulated kitchen is a real space containing plastic cookware and ing |
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| Traditional text-based panels group | Sham Comparator | A traditional museum visitor's manual, containing knowledge of similar content to that in the game. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| a parent-child collaboration game app | Device | This application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child groups' experience in the museum in a more targeted manner. |
| Measure | Description | Time Frame |
|---|---|---|
| FSS (Flow State Scale) score | The Flow State Scale (FSS) is a psychological assessment tool used to measure the experience of flow, a state of deep immersion and focus in an activity, where time seems to disappear, and a person feels fully engaged and in control. Flow is often associated with peak performance in various domains, including sports, work, and creative activities. The FSS typically consists of a series of statements related to the nine dimensions of flow (Challenge-Skill Balance, Action-Awareness Merging, Clear Goals, Unambiguous Feedback, Concentration on the Task, Sense of Control, Loss of Self-Consciousness, Transformation of Time and Autotelic Experience). Respondents typically rate each statement on a Likert scale (e.g., from 1 to 5 or 1 to 7), indicating how much they agree or disagree with each statement as it applies to their experience. Higher scores on the FSS indicate a stronger experience of flow. | immediately after the procedure |
| Measure | Description | Time Frame |
|---|---|---|
| Post-game knowledge assessment | The Knowledge Test was designed to analyze educational efficiency by measuring the amount of knowledge remembered by participants. The test consisted of seven quiz questions about points of knowledge in the museum. In order to prevent children from visiting purposefully, the researcher designed two similar sets of test questions. | immediately after the procedure |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Affiliation | Role |
|---|---|---|
| Dian Zhu | Shanghai Jiao Tong University School of Medicine | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Shanghai Jiao Tong University | Shanghai | Shanghai Municipality | 200240 | China |
Information concerning children
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In terms of user motivation, the gamified design model for museums aims to engage and satisfy both parents and children by tapping into their intrinsic and extrinsic motivations. The goal is to enhance their involvement and enjoyment. The model emphasizes social interaction and curiosity, offering opportunities for enjoyment and a sense of accomplishment through interactions with parents and peers. By incorporating game-like challenges, the model caters to children's natural inclination for exploration, igniting their curiosity and thus increasing their interest and engagement with the museum.
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| traditional text-based panels group | Other | A traditional museum visitor's manual, containing knowledge of similar content to that in the game. |
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