Learning Curiosity through Play: Exploring the Role of Games and Interactive Design in Museums

Honorable Mention
Museum & Cultural Heritage DigitizationInteractive Narrative & Immersive StorytellingK-12 TeachersMuseum Curators & Archivists

Research Background and Issues

  • Identified Problems or Challenges: Traditional museum designs often rely on static observation environments, which struggle to fully realize the interactive potential of visitors. Nowadays, museums are gradually transforming into more interactive environments, employing approaches such as gamification and interaction-based design to enhance engagement and learning outcomes. However, designing and implementing gamified learning experiences in museums face numerous challenges, including limited resources, design complexity, and insufficient adaptation to diverse audiences.
  • Importance of the Issue: Museums are informal educational spaces that play a crucial role in social and cultural dissemination. Through games and interactive design, museums can better foster visitors' curiosity, autonomous exploration abilities, and deep learning experiences.
  • Research Motivation and Related Work: Traditional research often focuses on museum exhibits or technologies themselves, with little attention paid to the experiences and challenges of museum educators as designers. This study aims to fill this gap by exploring how educators design gamified learning experiences under resource constraints and diverse audience demands.

Solution

  • Proposed Methods or Solutions: This study conducted in-depth interviews with 13 educators from various museums to explore their strategies and perspectives in designing and implementing gamified learning experiences. The research not only provides a theoretical framework but also proposes a practical design checklist to help educators improve interactive design.
  • Innovative Aspects of the Solution:
    1. Emphasizes the potential of games and interactive design as learning tools in museums.
    2. Highlights the balance between structured and unstructured games in the learning process.
    3. Provides a specialized design checklist tool to assist educators in addressing resource and design challenges in their work.
  • Implementation Steps and Key Techniques:
    1. Conduct thematic analysis based on interviews to extract key recommendations from educators' experiences.
    2. Integrate interactive experience design in museum spaces with existing educational practices and theories.
    3. Offer a specific design checklist covering goal clarification, interactivity creation, inclusive design, support for learning trajectories, iteration, and resource utilization.

Research Outcomes

  • Specific Outcomes:
    1. Identified how educators perceive the significance of games and gamified learning for learning and interaction, proposing three key themes: cognitive differences between games and learning, educational goals beyond mere "fun," and fostering curiosity through interaction.
    2. Provided a design checklist as a practical tool for museum educators to develop gamified learning experiences.
  • Advantages: Compared to existing solutions, this study offers more practical and adaptable recommendations by directly accessing educators' real-world experiences, considering factors such as museum type, scale, and audience. This approach is more comprehensive than prior research, which often focuses solely on technology or visitor experiences.
  • Experimental or Evaluation Results:
    1. The interviews revealed practical strategies employed by museum educators to achieve interactive design despite constraints in resources, skills, and time.
    2. Highlighted how educators use game design to balance the needs of visitors across different age groups and cultural backgrounds.
  • Limitations and Future Directions:
    1. The sample is concentrated on U.S. museums, limiting its reflection of cultural differences in museums from other regions. Future research could expand to international comparative studies.
    2. The design checklist has not undergone long-term practical validation, requiring further iterative methods and field applications for optimization.
    3. Different types of museums (e.g., historical, scientific) may have specific needs. Future research could focus on in-depth exploration of a particular museum type.

This study better highlights the potential of shaping museums into interactive learning and curiosity-driven cultural spaces while providing concrete action recommendations for educators designing under resource constraints.

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https://hci.top/en/papers/chi/189467/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3713164
At a Glance

Paper Snapshot

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Source
CHI
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Year
2025
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Award
Honorable Mention
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Authors
3 authors
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Subtopics
Museum & Cultural Heritage Digitization, Interactive Narrative & Immersive Storytelling
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Professions
K-12 Teachers, Museum Curators & Archivists
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Content Status
Full text indexed
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Related Papers
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