A Study of Visitor’s Learning Needs and Visit Satisfaction in Real and Second Life Museums

Authors

  • Pei-Hsuan HSIEH Institute of Information Management, National Cheng Kung University, Taiwan Author
  • Ya-Hsien WU Department of Multimedia Design, Chihlee Institute of Technology, Taiwan Author
  • Feng-Min MA Institute of Information Management, National Cheng Kung University, Taiwan Author

Abstract

The purpose of this study is to explore visitors’ learning needs from visiting museum exhibitions and satisfaction for their museum visits in the real and virtual NCKU museums. A real exhibition, called Ancient Locks, is represented in an online game, Second Life. Two groups of visitors, a total 50 students viewed, by invitation, the exhibition either on-site or online, and then they completed a survey regarding their needs and satisfaction for their museum visits. As a result, a significant difference in the participants’ responses to levels of satisfaction (F = 25.089, p < .001) appeared. The study also explored visitors’ differing learning needs. Conclusions and discussions are included at the end of this study.

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Published

2010-11-29

How to Cite

A Study of Visitor’s Learning Needs and Visit Satisfaction in Real and Second Life Museums. (2010). International Conference on Computers in Education. https://library.apsce.net/index.php/ICCE/article/view/2457