Translated Titles

Design and Application of a Game-based Mobile Electronic Guidebook — A Case Study of Shihsanhang Museum of Archaeology



Key Words

博物館導覽 ; 情境學習 ; 遊戲式導覽



Volume or Term/Year and Month of Publication


Academic Degree Category




Content Language


Chinese Abstract


English Abstract

This study developed a game-based mobile electronic guidebook using a scenario and problems about exhibitions to conduct visitors in the museum. Furthermore, we wanted to motivate the discussion between visitors through the cooperation and thereby promote the multiple interaction level. We investigated the difference of the game-based electronic guidebook and traditional guiding designs about the interaction between visitors and exhibitions, the discussion between visitors and visitors, and visitors’ learning motivation and learning effects. The experiment was progressed in the Shihsanhang Museum of Archaeology. The participants included three classes of students of Ximen Elementary School. There are two experimental group: the group using game-based electronic guidebook and the group using web-based electronic guidebook. The control group visited through the traditional paper guidebook. This study collected every student’s video record, the pre- and the post-test, and the interview data about visiting experiences. We used these data to analyze the interaction between visitors and exhibitions, the discussion between visitors and visitors, and visitors’ learning effects. The result showed that the game-based mobile electronic guidebook was useful for engaging students’ concentration and learning motivation. However, there was no significant difference in promoting the interaction, the depth of discussion, and the learning effect among the groups.

Topic Category 教育學院 > 資訊教育學系
社會科學 > 教育學
  1. 宋曜廷、張國恩、于文正 (2006)。行動載具在博物館學習的應用:促進「人-機-境」互動設計。博物館學季刊,20,17-35。
  2. 吳淑華 (2002)。從參觀行為模式解構博物館展示傳達、溝通本質之初探-以動態、靜態之形態為例。科學博物,6(5),47-56。
  3. Alavi, M. (1994).Computer-mediated collaborative learning: An empirical evaluation. MIS Quarterly, 18(2), 159-174.
  4. Barrows, H. S. (1998). Problem-based learning in medicine and beyond: A brief overview. New Directions for Teaching and Learning, 68, 3-11.
  5. Brown, J. S., Collins, A., & Duguid, P. (1989).Situated cognition and the culture of learning. Education Researcher, 18(1), 32-41.
  6. Bench-Capon, T. J. M., & Leng, P. H. (2000). Computer-mediated collaborative learning of legal argumentation. Information & communications technology law, 9(2), 129-138.
  7. Choi, J., & Hannafin, M. (1995). Situated cognition and learning environments: Roles, structures, and implications for design. Educational Technology Research and Development, 43(2), 53-69.
  8. Clark, R. C., & Mayer, R. E. (2002). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning. CA: Pfeiffer.
  9. Falk, J. H., & Adelman, L. M. (2003). Investigating the impact of prior knowledge and interest on aquarium visitor learning. Journal of Research in Science Teaching, 40, 163-176.
  10. Falk, J. H., & Dierking, L. D. (2000). Learning from museums: Visitors experiences
  11. Gallagher, S., Rosenthal, H., & Stepien, W. (1992). The effects of problem-based learning on problem solving. Gifted Child Quarterly, 36(4), 195-200.
  12. Hsi, S. (2003). A study of user experiences mediated by nomadic web content in a museum. Journal of Computer Assisted Learning, 19, 308-319.
  13. Johnson, D. W., & Johnson, R. (1999). Learning together and alone: Cooperative, competitive, & individualistic learning. Needham, MA: Allyn and Bacon.
  14. Johnson, R. B., & Onwuegbuzie, A. J. (2004). Mixed methods research: A research paradigm whose time has come. Educational Research, 33(7), 14~26.
  15. Prensky, M. (2000). Digital Game-based learning. NY: McGraw-Hill Book.
  16. Sung, Y. T., Chang, K. E., Lee, Y. H., & Yu, W. C. (2008). Effects of a mobile electronic guidebook on visitors’ attention and visiting behaviors. Educational technology & Society, 11(2), 67-80.
  17. Tashakkori, A., & Teddie, C. (1998). Mixed methodology: Combining qualitative and quantitative approaches. Thousands Oaks, CA: Sage.
  18. 呂佩庭 (2004)。探析博物館語音導覽:台北縣立鶯歌陶瓷博物館個案研究。
  19. 國立彰化師範大學藝術教育研究所碩士論文。
  20. 宋曜廷、張國恩、于文正 (2005)。整合「人-機-境」互動的行動導覽系統之設計及其對參訪者學習行為和學習效果的應用評估。國科會補助研究計畫(編號:NSC94-2515-S-003-003),未出版。
  21. 吳清山 (2002)。教育名詞解釋。教育研究月刊,97,120。
  22. 洪赫廷 (2006)。遊戲式行動導覽系統之設計與應用。國立臺灣師範大學資訊教育學系碩士論文,未出版,台北市。
  23. 陳平福 (2006)。 情境式行動導覽系統之設計與應用-以國立歷史博物館「唐三彩」常設展為例。國立臺灣師範大學資訊教育學系碩士論文,未出版,台北市。
  24. 張春興 (1997)。教育心理學—三化取向的理論與實踐。台北市:東華書局。
  25. 蔡秉宸、靳知勤 (2004)。藉情境學習提昇民眾科學素養: 以科學博物館教育為例。博物館學季刊,18(2),129-138。
  26. Anderson, T. H., & Ambruster, B. B. (1986). Readable textbooks, or, selecting a textbook is not like buying a pair of shoes. In J. Orasanu (Ed.), Reading comprehension: From research to practice. Hillsdale, N.J.: Erlbaum.
  27. Anderson, R. C., Shirey, L. L., Wilson, P. T., & Fielding, L. G. (1987). Interestingness of children's reading material. In R. E. Snow, & M. J. Farr (Eds.), Aptitude, learning and instruction. Vol.3: Conative and affective process analyses (pp. 287-299). Hillsdale, NJ: Lawrence Erlbaum Associates.
  28. Cabrera, J. S., Frutos, H. M., Stoica, A. G., Avouris, N., Dimitriadis, Y., Fiotakis, G., & Liveri, K. D. (2005). Mystery in the museum: Collaborative learning activities using handheld devices. Proceedings of the 7th International Conference on Human Computer Interaction with Mobile Devices & Services. NY: ACM Press.
  29. Dierking, L. D. (2002). The role of context in children’s learning from objects and experiences. In S. G.. Paris (ed.), Perspectives on Objects-centered Learning in Museums (pp.3-18). Mahwah, NJ: Lawrence Erlbaum Associates.
  30. Exploration (2001). Electronic guidebook forum. Electronic Guidebook Research
  31. Project, Retrieved March 25, 2006, from the World Wide Web: http://www.exploratorium.edu/guidebook
  32. and making of meaning. Walnut Creek, CA: AltaMira.
  33. Falk, J. H., & Dierking, L. D. (1992). The museum experience. Washington, DC: Whalesback Books.
  34. Klopfer, E., Perry, J., Squire, K., Jan, M., & Steinkuehler, C. (2005). Mystery at the museum: A collaborative game for museum education. In T. Koschman, D. D. Suthers & T. W. Chan (Eds.), Proceedings of the International Conference on Computer Supported Collaborative Learning (pp.316-320). Mahwah, NJ: Lawrence Erlbaum Associates.
  35. Kusunoki, F., Yamaguti, T., Nishimura, T., Yatani, K., & Sugimoto, M. (2005). Interactive and enjoyable interface in museum. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology (pp.1-8). NY: ACM Press.
  36. Kwak, S. Y. (2004). Designing a handheld interactive scavenger hunt game to enhance museum experience. Masters Thesis: Department of Telecommunication, Information Studies and Media, Michigan State University, Michigan.
  37. McLellan, H. (1996). Situated learning: multiple perspectives. In McLellan, H.,(Eds), Situated Learning Perspectives (pp.5-17). Englewood Cliffs, N.J.:Educational Technology Publications.
  38. Semper, R., & Spasojevic, M. (2002). The electronic guidebook: Using portable devices and a wireless web-based network to extend the museum experience. Proceedings of museum and the web.
  39. Woodruff, A., Aoki, P., Hurst, A., & Szymanski, M. H. (2001).Electronic guidebooks and visitor attention. Proceedings from the international cultural heritage informatics meeting (pp.437-454). Retrieved Oct. 23, 2004,
  40. from the World Wide Web:
  41. http://www.allisonwoodruff.com
  42. Yatani, K., Sugimoto, M., & Kusunoki, F. (2004). Musex: A system for supporting children's collaborative learning in a museum with PDAs. Proceedings of the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education (pp.109-113). Washingdon, DC: IEEE Computer Society.
Times Cited
  1. 林哲緯(2011)。混成式行動導覽系統之設計與應用-以國立歷史博物館為例。臺灣師範大學資訊教育學系學位論文。2011。1-106。
  2. 李鴻毅(2011)。應用擴增實境技術建構互動學習環境-以國立台灣科學教育館為例。臺灣師範大學科技應用與人力資源發展學系學位論文。2011。1-106。
  3. 王耀宗(2012)。擴增實境融入探究式行動學習系統之設計-以博物館無縫式學習為例。臺灣師範大學科技應用與人力資源發展學系學位論文。2012。1-101。