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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using Mobile Devices as Activity Aids in a History Museum</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Joel Lanir</string-name>
          <email>ylanir@is.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Merav Yosfan</string-name>
          <email>meravyosfan@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alan Wecker</string-name>
          <email>ajwecker@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Billie Eilam</string-name>
          <email>beilam@edu.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Haifa University</institution>
          ,
          <addr-line>Haifa</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>Informal learning at museums and cultural heritage sites are an important complement to formal school learning. Children arriving on field trips or on a visit with their parents can expand their knowledge, and gain new understanding and perspectives of real world phenomena. Electronic mobile applications are often used in museums to provide information about the exhibits, as well as support student's engagement with the museum items. However, it is unclear whether they support learning better than conventional non-technological aids. Furthermore, it is unclear what type of electronic guide best supports learning. In this work, we examine young students' mobile learning in the museum, comparing three types of activity guides: a paper booklet, an information-based mobile application and a constructivist-based mobile application. Initial results indicate that students using the constructivist guide learned better than students using the informative guide but not better than ones using the paper booklet, and that overall, students preferred the mobile application over the paper booklet.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        Informal learning in museums and other cultural heritage sites is
a popular way to complement formal school learning by
deepening and expanding school knowledge, relating to and presenting
authentic objects, providing concrete ways for the assimilation of
complex concepts, and promoting individuals’ ability to observe
and understand world phenomena [
        <xref ref-type="bibr" rid="ref2 ref5">2, 5</xref>
        ]. Museum learning is
fundamentally diefrent in several aspects from formal learning: being for
a short time duration, requiring no continuity, and being primarily
based on curiosity, intrinsic motivation, selection and self-control
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Museum learning occurs through interactions involving
personal, socio-cultural, and physical contexts over time, [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        One way to enhance student’s engagement in humanity-oriented
museums (as opposed to the more interactive type science
museums) is by using electronic mobile devices. Mobile devices can
provide customized and personalized learning experiences,
building on user’s own understandings and support their making of
their own choices at their own pace [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. At the museum, mobile
technologies pose an opportunity and can provide museum visitors
with a wide variety of novel and important services. The visitor
can receive personalized adaptive information from a vast amount
of content sources that can suit his or her needs at a particular
time. Information can be tailored according to the visitor’s learning
abilities and preferences [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        In order to understand if and how the use of mobile technologies
can enhance informal learning at the museum, we first need to
characterize existing mobile applications in such an environment.
The integration of mobile devices as tools to support museums
has become well established in recent years [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Many mobile
museum guides, i.e., classical audio guides or more advanced
multimedia guides, are information-based, which means they have been
designed to provide context-specific information presented in an
information-centered way. Context is often achieved by utilizing
location-based services [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], while information is mostly limited
to audio, text, images or short video-presentations providing
details on nearby exhibits [
        <xref ref-type="bibr" rid="ref10 ref11 ref9">9–11</xref>
        ]. While these kind of guides may
be beneficial for an individual adult visitor, being able to provide
relevant and sometimes personalized information and services, they
may not be ideal for children or small groups. Children arriving to
museums at school trips, or individually with their parents, often
require a more engaging form of presentation, especially in humanity
type museums. A diferent approach takes a constructivist-based
direction that includes inquiry learning and problem solving. In
this approach, visitors need to be more involved and actively
produce their own interpretations. This is based on the epistemology
that individuals are active learners and must construct knowledge
for themselves [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. A meaningful learning therefore, involves the
granting of meaning to new acquired information by relating it
to existing knowledge. Such a learning mode requires individuals’
high engagement with meaningful tasks, while actively processing,
interpreting and making sense of the information [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>While there is a wide number of works introducing novel
mobile applications aiming to enhance visitor experience and learning
at the museum (either using the informative or the constructivist
approach), very few works have actually shown that their mobile
guide implementation improves learning over traditional ways.
Furthermore, very few works have compared diferent design options
for mobile guides, or compared how various designs of mobile
guides afect learning. In this work, we take a comparison-based
in-depth examination of how mobile guides can be used to support
informal learning at the museum.
2</p>
    </sec>
    <sec id="sec-2">
      <title>METHODOLOGY</title>
      <p>In order to better understand the efectiveness and possibilities of
mobile-based learning at the museum, we compared three
activitysupport tools given to students (7th and 8th grade) during a field
trip at an archeological museum. Through observations and
questionnaires, we examine and compare students’ learning,
engagement, and communication patterns, when using the following three
main conditions: (1) Constructivist printed booklet (referred to as:
paper). (2) Informative mobile application (informative). (3)
Constructivist mobile application (constructivist). The study uses a
between-subject design, in which each student is assigned to one
of the three experimental conditions.
2.1</p>
    </sec>
    <sec id="sec-3">
      <title>Participants</title>
      <p>
        The study included overall 128 students learning in 7th and 8th
grade classrooms from two schools. In total we had 42 students in
the paper condition, 42 students in the informative condition and
44 in the constructivist one. Students’ ages (13-14 years old) assures
children’s suficient skills to cope with the museums’ texts and
labels. Moreover, 7th grade children’s awareness of the importance
of dates is already developed and they can link dates with their
own background knowledge regarding the period’s events [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
2.2
      </p>
    </sec>
    <sec id="sec-4">
      <title>Study Procedure</title>
      <p>The study was conducted at the Hecht museum, a small-to-medium
sized archeological museum. It focused on two exhibition rooms:
The ancient ship from Ma’agan Michael – a Phoenician ship, 2400
years old that was found and extracted from the sea, and the Galilea
rebellion – an exhibition about the rebellion of the Jewish people
against the Roman empire around 70AD.</p>
      <p>When arriving to the museum, classes were divided into halves,
each half with their teacher visited the museum on a separate day
as a part of student’s extra-curriculum activity for history learning.
The students were further divided at the museum into two groups.
Each group of students began the visit in one of the two exhibition
rooms and moved to the second room after a short break. Since the
study was a between-subject design, all students in each class used
only one guide (paper, informative or constructivist). In the course
of their visit of the two rooms students responded to the various
tasks presented to them in their relevant guide and acquired the
information from it while examining the diferent exhibits. After
completing their visits of the two rooms, students performed a
summary activity (on paper or tablets respectively) and completed
a user experience questionnaire.
2.3</p>
    </sec>
    <sec id="sec-5">
      <title>Material</title>
      <p>We designed and developed three guides to support students’ tour
through the two exhibitions. All three guides involved the exact
same information (including texts, images and same videos for the
two digital guides). All guides led students through the museum,
emphasizing students’ direct engagement with the same exhibits
and its labels. Time duration was predetermined for overall guide
use (around 60 min.) and for each task separately, as evaluated
according to its characteristics. Digital guides were implemented
as a Web application and given to students on Lenovo 8” screen
tablet computers.</p>
      <p>Constructivist printed booklet. Students received a booklet
containing printed text information with adjacent colored photos.
They were asked to respond, using a pencil, to the various
booklet constructivist-type tasks related to the diferent exhibits. The
booklet for each exhibition included 24 pages.</p>
      <p>Informative mobile application. Students used a mobile
learning guide implemented on a tablet computer. The mobile guide
included short videos (voicing the text information presented in
the paper booklet) with adjacent written tasks. The design of these
tasks was aimed at enhancing the recall and summation of the
information. Tasks involved students’ responses to a series of
multiplechoice type questions with some open ones. The guide included
approximately 15 screens for each exhibition.</p>
      <p>Constructivist mobile application. Here as well, the students
use a mobile learning guide on a tablet computer. They were
presented with the identical set of short videos as the informative
mobile guide. The constructivist tasks in this guide were thought
provoking and identical to those presented in the paper guide,
aiming to enhance students’ integration of the new acquired
information with their existing knowledge into a single coherent
meaningful body of domain knowledge. The guide includes
approximately 15 screens for each exhibition.</p>
      <p>An important diference between the paper booklet and the
mobile applications was in the way the information was presented.
While in the two mobile applications, information was presented in
the form of short audio-visual presentations that consisted of
narrated text over changing images, in the paper booklet, images were
printed adjacent to the written text. Another diference between the
paper and the two mobile applications is the feedback. In the mobile
application, we provided feedback on some of the closed questions
(e.g. multiple choice, or questions asking to connect elements). This
was done because providing feedback can enhance the learning
process and is one of the advantages aforded by electronic guides.</p>
      <p>The diference between the constructivist guide and the
informative guide involved the tasks’ pedagogical approach. The
informative tasks focused on information recall of information presented in
the videos or seen in the exhibits. Whereas, the constructivist tasks
focused more on the assimilation of the information - granting it
meaning - and the construction of new knowledge. To achieve these
goals, tasks involved open ended questions that required students’
composing of responses while applying prior knowledge, rather
than choosing or signing a specific given answer.
2.4</p>
    </sec>
    <sec id="sec-6">
      <title>Measures</title>
      <p>
        2.4.1 User Experience. To measure student’s experience and
perceptions using the diferent aids, we use the UEQ questionnaire
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The UEQ questionnaire contains six scales with 26 items in
total. The six scales examine the user experience in the following
dimensions: attractiveness, eficiency, perspicuity, dependability,
stimulation and novelty.
2.4.2 Summary Activity. To measure student’s learning, we asked
students to complete a summary activity immediately after the
completion of the learning activities in the two exhibition rooms.
The questions focused on the modes of knowledge construction
as it occurs based on the availability of diferent types of
historical evidence (e.g., objects, visual or written reports), and research
methods in the relevant domain, namely, history. It examined the
acquisition of main principles of historical thinking such as,
understanding cause and efect and the ability to understand historical
deduction, for example, the ability to distinguish between organic
and inorganic evidences and its meaning for their conservation
over long periods. The activity included four sets of tasks, each
set placed on one screen in the mobile applications or one to two
pages in the paper booklet. Students’ responses to the tasks were
analyzed, and each set of tasks were rated according to a common
scale and provided with a normalized score between 0-100.
3
      </p>
    </sec>
    <sec id="sec-7">
      <title>RESULTS</title>
      <p>We first present results of the learning outcome as was measured
by the summary activity. This is followed by results of the user
experience of the students as was measured by the UEQ
questionnaire.
3.1</p>
    </sec>
    <sec id="sec-8">
      <title>Summary Activity</title>
      <p>We analyzed the results of the summary activity to see if there
are significant diferences for learning between the conditions. We
removed from the analysis results of students who left three or
more entire tasks unanswered, since no answering of so many
questions is most likely an indicator of students who did not care to
participate, rather than students not knowing the correct answers.
After the removal, we were left with 40 students in the
constructivist condition, 34 in the informative one, and 39 students in the
paper condition. Figure 1 shows the results of the summary activity
according to the four question sets. As can be seen in Figure 1,
results indicate that students in the constructivist and the paper
conditions performed better on tasks 1, 3 and 4, than students in
the informative condition.</p>
      <p>A one-way ANOVA on score was conducted to test the diference
between the conditions. Results indicate a significant diference for
Q3, F(2,112)=5.67, p=0.004, for Q4, F(2,110)=3.75, and for the total
score, F(2,114)=5.27, p=0.006. Post-hoc analysis using the Bonferroni
correction show that for both Q3 and Q4, as well as the total score,
this diference stems from significant lower scores of the
informative condition compared to both the paper and the constructivist
conditions
3.2</p>
    </sec>
    <sec id="sec-9">
      <title>Students’ Experiences</title>
      <p>Unfortunately, due to an error in data collection, one class in the
paper condition did not fill in the user experience questionnaire. In
addition, we removed data of students who did not fill at least 50% of
the questionnaire. That left us with 42 students in the constructivist
group, 38 in the informative and 25 in the paper group.</p>
      <p>Results of the user experience questionnaire for the three
conditions on the six UEQ scales are presented in Figure 2. When using a
Likert-scale type ordinal scale, it is recommended to employ a
nonparametric test, therefore, we ran a Kruskal-Wallis test to examine
diference between the three conditions, and a Mann-Whitney test
with the Bonferroni correction for post-hoc comparisons. Results
indicate a significant diference for attractiveness (H(2)=9.56, p=0.008),
eficiency (H(2)=11.8, p=0.003), perspicuity (H(2)=11.4, p=0.003),
dependability (H(2)=13.27, p&lt;0.001) and novelty (H(2)=8.7, p=0.013).
Table 1 summarizes the post-hoc tests.</p>
      <p>Results show that the constructivist guide was rated highest
on all scales. Specifically, it was significantly more attractive and
more novel than the other two conditions and was perceived as
more eficient and dependable than the paper condition. In general,
the paper condition was found to be the same as the informative
condition, with the exception that paper was rated less on the
perspicuity scale.</p>
    </sec>
    <sec id="sec-10">
      <title>4 DISCUSSION AND CONCLUSION</title>
      <p>
        Our results indicate that for learning, the constructivist approach
was better than the informative one. That is, students using the
constructivist booklet and the constructivist mobile application
received significantly better marks on the summary activity compared
to the informative application. This supports previous research on
the benefits of constructivist learning [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and shows they can
be applied to a mobile learning environment. No diferences were
found between the paper and the mobile constructivist conditions,
indicating that in this case, the technology did not afect learning.
      </p>
      <p>When looking at the user experience questionnaires, we see
that overall, students preferred the constructivist mobile
application over both the informative application and the paper. Students
rated the constructivist application as was more attractive, more
eficient, more dependable and more novel than the informative
one. However, the preference of the constructivist condition over
the informative one is less clear, since from a design, utility and
novelty point of view both guides were similar. One explanation
can be that the constructivist guide was more engaging, causing
students to think and discuss, which might have caused them to be
better appreciative of the constructivist guide.</p>
      <p>
        The user experience questionnaires suggest that students prefer
the mobile application over the paper one. While students thought
that the paper guide is easy to use, it seems that students prefer to
consume information in an audio form rather than a textual format.
In addition, students liked the novelty and the digital format of
the mobile application. This is not surprising, as it is known that
children today prefer digital media over books and text [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        While the constructivist mobile application showed overall better
performance over the paper guide, we did notice several advantages
when using the paper booklet. When observing the students work,
we noticed that using the booklets, students often looked back at
previous information. This rarely happened with the mobile
applications. Looking at the design of the mobile applications, a tablet
screen is often too small for presenting all the required information.
Its small size frequently determines the spatial organization of
information pieces on the screen. This caused the location of information
(e.g., text, short video, images, maps) to often be separated from
the tasks relevant to them, challenging students’ working
memory resources, which are used for “holding” information sources
together rather than on information processing, resulting in the
multimedia “split attention efect” [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Furthermore, the digital
application does not aford natural navigation between screens
(i.e., it is possible to go back, however, users seldom go back to
previous screens). Conversely, the paper guide afords students’
easy examination of materials located in diferent pages for their
processing.
      </p>
      <p>To conclude, our initial results suggest that the constructivist
approach was more efective in inducing learning than the
informative approach. In addition, students preferred the constructivist
guide over the informative one, showing it is possible to design
an efective constructivist mobile tool for informal learning.
Comparing the mobile to paper, learning outcomes were mostly similar.
However, students preferred the mobile application over the
paper one, supporting the hypothesis that students prefer the use of
technology, and that technology can serve as a catalyst to mobile
museum learning. Overall, the results suggest that museums and
cultural heritage sites should invest in the design of constructivist
mobile support tools for informal learning of students. We plan to
further elaborate on our results with analysis of the student’s video
and audio recordings (to understand how learning actually took
place).</p>
    </sec>
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