TY - JOUR
T1 - Exploring Game-Based Inquiry Learning Application in a Maritime Science Museum
T2 - A Visitors’ Perspective
AU - Ahmed, Sohaib
AU - Zeeshan, Muhammad
AU - Parsons, David
AU - Rehman, Osama
AU - Ahmed, Zeeshan
AU - Ahmad, Adnan
AU - Ahmad, Faizan
N1 - Publisher Copyright:
Copyright © 2025 Sohaib Ahmed et al. Human Behavior and Emerging Technologies published by John Wiley & Sons Ltd.
PY - 2025/2/25
Y1 - 2025/2/25
N2 - This article brings together the concepts of emerging technologies, game-based learning (GBL), and inquiry learning to conduct a research study undertaken in a maritime science museum. Over the last decade, the potential benefits of emerging technologies have enabled game-based inquiry activities in formal and informal pedagogical contexts. The use of ontologies has also grown significantly in representing learning content. In the science museum literature, there are a few applications found wherein ontologies are used for generating adaptive learning content. However, no study has been found in the literature that targets GBL for museum inquiry activities through emerging technologies using an ontology-driven approach. This paper outlines the results and analyses of research conducted on an ontology-driven GBL inquiry application, MUSEON. For evaluation purposes, the M3 evaluation framework was used and tested with 86 random visitors to explore visitors’ perspectives regarding the effectiveness of MUSEON. The results were encouraging as 71.6% of visitors were satisfied with their learning experiences in a game-based environment. Further, the experimental group performed well (74.6% score) in comparison with the control group (56.4% score) during inquiry learning activities about the maritime science museum exhibits.
AB - This article brings together the concepts of emerging technologies, game-based learning (GBL), and inquiry learning to conduct a research study undertaken in a maritime science museum. Over the last decade, the potential benefits of emerging technologies have enabled game-based inquiry activities in formal and informal pedagogical contexts. The use of ontologies has also grown significantly in representing learning content. In the science museum literature, there are a few applications found wherein ontologies are used for generating adaptive learning content. However, no study has been found in the literature that targets GBL for museum inquiry activities through emerging technologies using an ontology-driven approach. This paper outlines the results and analyses of research conducted on an ontology-driven GBL inquiry application, MUSEON. For evaluation purposes, the M3 evaluation framework was used and tested with 86 random visitors to explore visitors’ perspectives regarding the effectiveness of MUSEON. The results were encouraging as 71.6% of visitors were satisfied with their learning experiences in a game-based environment. Further, the experimental group performed well (74.6% score) in comparison with the control group (56.4% score) during inquiry learning activities about the maritime science museum exhibits.
KW - Bluetooth beacons
KW - context-aware
KW - emerging technology
KW - game-based learning
KW - inquiry learning
KW - learning science
KW - maritime science museum
KW - ontology-driven approach
UR - http://www.scopus.com/inward/record.url?scp=105000767133&partnerID=8YFLogxK
U2 - 10.1155/hbe2/8284489
DO - 10.1155/hbe2/8284489
M3 - Article
AN - SCOPUS:105000767133
SN - 2578-1863
VL - 2025
JO - Human Behavior and Emerging Technologies
JF - Human Behavior and Emerging Technologies
IS - 1
M1 - 8284489
ER -