42 research outputs found

    Experiencing museum learning through multimedia instructions

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    The use of multimedia instructions for learning purposes has become very common due to the advances of the Internet technology. With this reason, museums around the world are utilizing such technology in order to provide richer museum learning experiences to their visitors. This paper discusses a study that investigated the relationship between multimedia instructional strategies with individual cognitive styles preferences in a museum environment. Comparison of the web-based and physical museum settings , the findings based on a pre-test post-test quasi experiment reveals that the general performances of museum visitors exposed to multimedia instructions in a web-based environment is better than in the physical environment. Further analysis on the individual cognitive styles preferences (SCSD) and the combined cognitive style (CCSD) were also discussed. The analysis also reveals that there is an interactive effect between the individual cognitive styles and the multimedia instructions in the museum learning experience

    Rasch analysis on individual cognitive styles for museum learning performances

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    The advantages offered by the web-based environment have successfully convinced museums around the world to employ the technology in enriching their visitors’ learning experiences.However, the design and development of such environment in presenting the museum exhibits is challenging due to the complexities of human-computer interaction. The diverse profiles of museum visitors also add to the dilemma in designing effective museum leaning experiences for all.This paper addresses the issue by focusing on the effects between media representation formats and individual cognitive preferences.The data collected utilizing a quasi-experimental design was then analyzed using Rasch Model. The findings reveal that cognitive styles do have an effect on the learning performance thus should be consider during the design process of the learning environment

    Interactive effects between cognitive preferences and instructional strategies in museum learning experiences

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    The wide opportunities offered by web-mediated environment have successfully convinced museums around the world to utilise the technology in enhancing their visitors' learning experiences.However, museum's visitor profiles are expected to involve diverse characteristics such as gender, background, and prior knowledge.These visitors' profile differences thus enforce museum curators to be mindful of how to present their online exhibits to ensure they afford more effective learning experiences. Yet, the rising interest in creating online museum environments presents fresh dilemmas for museum curators and their exhibit designers to understand the visitors' numerous differences. Meanwhile, examining cognitive differences in individuals is now becoming essential in understanding and explaining the complexities of effective human-computer interaction (HCI) whereby suggest that individual cognitive preferences may have an impact on how environmental variables affect learning.Accordingly, this research proposed that allowing for an individual's cognitive preferences may provide an appropriate solution to improve the design of the museum exhibits, particularly in the web-mediated environment. Applying the quasi-experimental design, the research investigated the interactive effects between the participants' cognitive preferences and the museum information representation formats within two different instructional strategies.The findings reveal that cognitive preferences do have an effect on the participants' performance in their museum learning outcome.Accordingly, an interaction effect was noted between the participants' cognitive preferences and the instructional strategies in their museum learning performances. The findings from this research help to understand how learners' mental models may work to enhance their information processing through the web-mediated instruction they receive thus provide the empirical evidence that it is important to understand how specific multimedia format can better present the online museum exhibits

    Virtual reality for enhancing spatial ability in interior design Education

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    Introduction: This study investigated the effectiveness of virtual reality (VR) technology in enhancing spatial ability among interior design students. Methods: A mixed-methods approach was employed, involving a quasi-experimental design with pre- and post-tests. Sixty-two second-year interior design students were divided into an experimental group (n=28), which received VR-based instruction, and a control group (n=34), which underwent traditional teaching. The intervention utilized a head-mounted display (HMD) VR system in a dedicated immersive classroom. Standardized instruments, including the Spatial Reasoning Instrument (SRI) and the Architecture and Interior Design Spatial Ability Test (AISAT), were used to measure spatial ability. Semi-structured interviews provided qualitative insights. Results: The experimental group showed significant improvements in mental rotation (F=16.07, p<0.001,η²=0.25) and spatial visualization (F=20.83, p<0.001,η²=0.16), as well as overall spatial ability (F=23.56, p<0.001,η²=0.12). No significant change was observed in spatial orientation. Qualitative data indicated that students found VR immersive, intuitive, and beneficial for understanding spatial relationships. Conclusions: The study demonstrated that VR-based instruction significantly enhances specific spatial abilities in interior design education. However, spatial orientation requires further targeted intervention. These findings support the integration of VR into design curricula, guided by experiential and cognitive learning theories.

    The Cultural Identity of Mien Ethnic Group in a Digital Era

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    Purpose: The study aimed to identify the cultural identity of the Mien ethnic group and their adaptation to dominant society.   Theoretical Framework: The study was conducted physically at Mae Yao District of Chiang Rai Province, located in the northern part of Thailand.   Methodology: The qualitative study employed Esser model of social integration. Primary data was collected from focus groups, in-depth interviews, on-site observations, and secondary data from related documents and research work.   Findings: As part of Thailand's rural population, hill tribes were considered as vulnerable group of society, who mainly depends on slash and burn subsistence farming lifestyle with low-income employment, socially distanced, low education, and poverty. Through the Royal Project of King Rama IX initiatives, issues concerning hill tribe livelihood, including quality of life and cultural preservation have been addressed.    Research, Practical & Social Implications: Socio-economic status and socio-cultural mingling in dominant society for their livelihood are the most significant factors that consequently impact upon their thinking patterns of the individuals and community. Although technology such as mobile phones and the Internet has played an explicit role in the community today, preserving the traditional way of life without oblivion still exists. Digital culture therefore becomes an essential aspect of the community's way of life with the influence of digital media.   Originality: This study provides important impacts to a better identification of the Mien ethnic group cultural and their adaptation to dominant society

    Understanding children's museum learning from multimedia instruction

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    The use of multimedia instructions for online learning has become very common particularly with the advances of the Internet technology. Consequently museums around the world utilize such information and communications technology (ICT) tools in order to provide richer learning experiences for their visitors.This paper discusses a study that investigated the relationship between multimedia instructional formats with individual cognitive learning preferences in a museum learning environment.A total of 91 school children age between 10 to 12 years old were randomly assigned into treatment groups based on their cognitive learning ratio.We employed a pre-test post-test quasi experimental design to reveal that general performance of the children exposed to the physical museum exhibits is better than the online museum environment.Although single cognitive learning preferences were evaluated, our findings suggest that analytics perform better than the wholists when exposed to the physical exhibits; whilst the result is reversed for the online exhibits environment.Verbalisers were found to be better than visualisers in the physical a museum context.Yet they were found to have slight differences when compared to visualisers in an online environment.Our findings on the combined cognitive styles (CCS) show that the analytics-visualisers’ mean scores were different between physical and online exhibits, compared to the other three CCS

    A directional review of research on film consumption: perspectives and interpretations

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    With the development of social productivity and science and technology, film has become a popular form of entertainment in the world. People's consumption of film can not only provide entertainment and satisfy the spiritual needs of the public, but also increase the country's tax revenue, thus promoting the development of the cultural industry. Therefore, the research on film consumption is of practical significance. At present, many scholars in the world have conducted research on the topic of film consumption from different perspectives, therefore, this research emphasized and summarized the perspectives and directions of the current research on film consumption, and briefly described the relevant theories and results. Based on this, the research summarized a series of important viewpoints of current film consumption from the aspects of basic theory, consumer psychology, market and industry, environmental factors and special context

    A directional review of research on film consumption: perspectives and interpretations

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    With the development of social productivity and science and technology, film has become a popular form of entertainment in the world. People\u27s consumption of film can not only provide entertainment and satisfy the spiritual needs of the public, but also increase the country\u27s tax revenue, thus promoting the development of the cultural industry. Therefore, the research on film consumption is of practical significance. At present, many scholars in the world have conducted research on the topic of film consumption from different perspectives, therefore, this research emphasized and summarized the perspectives and directions of the current research on film consumption, and briefly described the relevant theories and results. Based on this, the research summarized a series of important viewpoints of current film consumption from the aspects of basic theory, consumer psychology, market and industry, environmental factors and special context
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