关键词:
Museums
摘要:
With the development of various mobile technologies such as Wi-Fi, Bluetooth, App and smartphone, museums have started to apply mobile technologies to develop their u-learning service to achieve the “Ubiquitous Museum”. Although many studies discuss the application of mobile technologies in museums, few have explored how the museums develop the App to achieve u-learning based on museum learning theory. This study treats the National Palace Museum (NPM) as the target, and adopts the Falk & Dierking’s museum learning theory framework to explore the development of Apps by the NPM. In Taiwan, the NPM developed three different Mobile Apps starting from 2012, and hoped to increase visitors' u-learning results. Both case study and comparative method were used in this research;the environmental context of NPM serves as the case study, while a comparison was done between the three NPM Apps by applying Falk & Dierking’s learning theory. The research results show the emphasis of the three NPM Apps’ orientations before and after visiting the museum, during the visit of the museum and while visiting a particular exhibition. Due to the differences in their orientations, the three Apps are very diverse in their designs of educational resources, core functions, content arrangement, audio-video functions and educational games, and how the use of mobile technology and the business model also differ. © 2015 SERSC.