Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
How Can the History Museums Be Engag...
~
Yang, Yumeng.
Linked to FindBook
Google Book
Amazon
博客來
How Can the History Museums Be Engaging for Generation Z? - A Mobile App Which Can Collect Historical Stories from History Museums.
Record Type:
Electronic resources : Monograph/item
Title/Author:
How Can the History Museums Be Engaging for Generation Z? - A Mobile App Which Can Collect Historical Stories from History Museums./
Author:
Yang, Yumeng.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2019,
Description:
29 p.
Notes:
Source: Masters Abstracts International, Volume: 81-04.
Contained By:
Masters Abstracts International81-04.
Subject:
Design. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13903053
ISBN:
9781085689106
How Can the History Museums Be Engaging for Generation Z? - A Mobile App Which Can Collect Historical Stories from History Museums.
Yang, Yumeng.
How Can the History Museums Be Engaging for Generation Z? - A Mobile App Which Can Collect Historical Stories from History Museums.
- Ann Arbor : ProQuest Dissertations & Theses, 2019 - 29 p.
Source: Masters Abstracts International, Volume: 81-04.
Thesis (M.F.A.)--Syracuse University, 2019.
This item must not be sold to any third party vendors.
The museum is a cultural place for people to broaden their horizons and it is also an essential environment for informal learning. However, due to our fast-paced lifestyle and diverse forms of entertainment, needs are increasingly varied, and museums face many challenges. Many people, especially young people like Generation Z (a group of people who were born between the mid-1990s to the mid-2000s), are not interested in static exhibitions with tedious and wordy interpretations. Therefore, building the connection between Generation Z and making history museums more engaging is crucial. The goal of my project is to identify the engaging elements for Generation Z and apply them to a design intervention for building connections between Generation Z and history museums. According to my literature review, online survey, and a walking interview, there are three key findings which can drive my design intervention: (1) Gen Z thinks that use of heavy text and lack of interaction are disengagement elements. They believe that creating memories related to history can help them to generate empathy and increase their interest in history. (2) Gen Z is active on social media platforms such as Snapchat, Instagram and they enjoy watching "stories," which is a visual scrapbook of videos and photos that disappear after 24 hours. (3) Gamification (a method to incorporate the elements of a game into a non-gaming environment) can help individuals to learn and absorb knowledge. Rewards, self-expression, altruism, storytelling and visual communication are crucial gamification elements which can make individuals feel more engaged in the learning environment. I developed three generation prototypes and had participants interact with them to gain feedback from my target group. Finally, the overall design outcome is a location-based mobile application called MUZE which can collect historical stories in daily life. The app has three features: the ability to collect historical stories, the ability to share feelings and thoughts about the history in the form of a short video, and the ability to redeem virtual or physical rewards related to the history museums.
ISBN: 9781085689106Subjects--Topical Terms:
518875
Design.
Subjects--Index Terms:
Engagement
How Can the History Museums Be Engaging for Generation Z? - A Mobile App Which Can Collect Historical Stories from History Museums.
LDR
:03321nmm a2200361 4500
001
2270570
005
20200930060339.5
008
220629s2019 ||||||||||||||||| ||eng d
020
$a
9781085689106
035
$a
(MiAaPQ)AAI13903053
035
$a
AAI13903053
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Yang, Yumeng.
$3
3547944
245
1 0
$a
How Can the History Museums Be Engaging for Generation Z? - A Mobile App Which Can Collect Historical Stories from History Museums.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2019
300
$a
29 p.
500
$a
Source: Masters Abstracts International, Volume: 81-04.
500
$a
Advisor: Carr, Donald W.
502
$a
Thesis (M.F.A.)--Syracuse University, 2019.
506
$a
This item must not be sold to any third party vendors.
520
$a
The museum is a cultural place for people to broaden their horizons and it is also an essential environment for informal learning. However, due to our fast-paced lifestyle and diverse forms of entertainment, needs are increasingly varied, and museums face many challenges. Many people, especially young people like Generation Z (a group of people who were born between the mid-1990s to the mid-2000s), are not interested in static exhibitions with tedious and wordy interpretations. Therefore, building the connection between Generation Z and making history museums more engaging is crucial. The goal of my project is to identify the engaging elements for Generation Z and apply them to a design intervention for building connections between Generation Z and history museums. According to my literature review, online survey, and a walking interview, there are three key findings which can drive my design intervention: (1) Gen Z thinks that use of heavy text and lack of interaction are disengagement elements. They believe that creating memories related to history can help them to generate empathy and increase their interest in history. (2) Gen Z is active on social media platforms such as Snapchat, Instagram and they enjoy watching "stories," which is a visual scrapbook of videos and photos that disappear after 24 hours. (3) Gamification (a method to incorporate the elements of a game into a non-gaming environment) can help individuals to learn and absorb knowledge. Rewards, self-expression, altruism, storytelling and visual communication are crucial gamification elements which can make individuals feel more engaged in the learning environment. I developed three generation prototypes and had participants interact with them to gain feedback from my target group. Finally, the overall design outcome is a location-based mobile application called MUZE which can collect historical stories in daily life. The app has three features: the ability to collect historical stories, the ability to share feelings and thoughts about the history in the form of a short video, and the ability to redeem virtual or physical rewards related to the history museums.
590
$a
School code: 0659.
650
4
$a
Design.
$3
518875
650
4
$a
Museum studies.
$3
2122775
653
$a
Engagement
653
$a
Gamification
653
$a
Generation Z
653
$a
History museums
653
$a
Mobile application
690
$a
0389
690
$a
0730
710
2
$a
Syracuse University.
$b
Collaborative Design.
$3
3277282
773
0
$t
Masters Abstracts International
$g
81-04.
790
$a
0659
791
$a
M.F.A.
792
$a
2019
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13903053
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9422804
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login