Abstract
Question-asking is essential for reasoning, understanding, and investigating scientific problems within and beyond traditional classrooms. Nevertheless, questions generated in formal and informal learning environments can be infrequent and unsophisticated. This study explores museum visitors’ question-asking quality by considering their interactions with two different modes of a question-asking mobile app (Ask or Game Mode) in two different museum environments (linear non-interactive or non-linear interactive exhibits). Results showed that visitors’ question-asking quality was influenced by app modes and by museum environments. Specifically, we found that visitors’ question-asking quality was significantly higher when using the gamified version of the app (Game Mode) compared to a non-gamified version (Ask Mode) in a linear non-interactive exhibit. Findings also revealed that question-asking performance could be significantly influenced by instrumental factors (such as app performance in answering questions) and socio-contextual factors (such as visitor group inquiry frequency). The study provides fundamental and comprehensive insights for designing active learning environments by considering the influential factors of question-asking.
Original language | English (US) |
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Pages (from-to) | 2483-2506 |
Number of pages | 24 |
Journal | Educational Technology Research and Development |
Volume | 71 |
Issue number | 6 |
DOIs | |
State | Published - Dec 2023 |
Keywords
- Gamification
- Informal learning environments
- Mobile app
- Museum education
- Question-asking
ASJC Scopus subject areas
- Education