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作 者:刘玉花[1] 谌璐琳 王恒[1] 赵洋[1] LIU Yu-hua;CHEN Lu-lin;WANG Heng;ZHAO Yang(China Science and Technology Museum,Beijing,100101)
机构地区:[1]中国科学技术馆,北京100101
出 处:《东南文化》2023年第3期172-178,共7页Southeast Culture
基 金:2021年度中国科学技术馆科研项目“科技馆展品对未成年人好奇心激发机制与培养效能的研究”(KYXM-B-2021-02)。
摘 要:科技博物馆游戏力是指通过游戏化的展览展品与教育活动等设计,为观众创造有趣的科学探索过程,从而达到良好科学教育效果的一种能力。伴随着科学技术与展示手段的发展,科技博物馆逐渐呈现出“寓教于乐”的特征,并产生科学中心的新转向。科技博物馆游戏力呈现出以科学教育为目标、以儿童为主要对象、以游戏为教育手段、以科学探索为过程、以情绪调节为副产品等特征,科技博物馆可通过采用任务设置、角色体验、人际互动、数字技术等游戏化策略提高游戏力,增强展览和教育活动的吸引力,增强观众体验的满足感、参与感、亲密感与沉浸感。The playful parenting of science and technology museums refers to their ability to create an interesting scientific exploration process for visitors through the design of gamified exhibits and educational activities,so as to achieve a good scientific education effect.Along with the development of science and technology and display means,science and technology museums are more featured with an"edutainment"style,leading to a shift of them to science centers.The playful parenting of science and technology museums takes science education as the goal,children as the target,games as a means of education,scientific exploration as a process,and emotional release as a by-product.Science and technology museums may use task setting,role-playing,interpersonal interaction,and digital technology to improve their playful parenting,increase the attractiveness of the exhibition and educational activities,and enhance the satisfaction,participation,intimacy,and immersion of audience experiences.
分 类 号:G260[历史地理—考古学及博物馆学]
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