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行动载具在博物馆学习的应用:促进「人

(informal learning) (out-of school learning) (free-choice learning) (Dierking, Falk, Rennie, Anderson,Ellenbogen, 2003) (National Association for Research in Science Teaching) 1999

(mobile devices) (human-computer-field/situation interaction)

Falk & Adlman, 2003; Sandifer, 1997 (Borun & Davis, 1997; Sandifer, 2003) (Anderson, Lucas & Ginns, 2003; Anderson, Lucas, Ginns & Dierking, 2000; Hofstein & Rosenfeld, 1996) 1998 Allen, 2002 Lienhardt & Gregg, 2002

Falk Dierking (2000; Dierking, 2002) (Contextual Model of Learning, CML) CML (p e r s o n a l context) (socio-cultural context) (physical context) / (setting) D i e r k i n g (2002) CML

(mobile devices)

2005 Tatar, Roschelle, Vahey & Penuel, 2003 Virvou & Alepis, 2005 2005 Zurita & Nussbaum, 2004 2004 (Hsi, 2003)

(computational devices) Caverly (2003) (Laptops/subnotebook computers) Hybrid device Smart Phones [PDA + Wireless Phone] [ i P o d] P D A Sharples Beale (2003) (Wrist-worn devices) (Mobile phones) (handheld computers) (web pads) (pen tablet com-puters) (laptop computers) wearable devices handhelds PDA palmtops pocket book

(Exploratorium) (Experience Music Project) Exploratorium, 2001 PDA Radio Frequency Identification, RFID (Global Positioning System) (access) 2003

Aoki Woodruff(2000) 1 Aoki Woodruff(2000) (location) (intimation) (selection)

RFID RFID Aoki Woodruff(2000) RFID GPS Allison Woodruff 1 Ansae Gnole RFID (802.11) 1

Electronic Guide-

book

Spining Blackboard Echo Tube String Squirter L o c a t o r E l e c t r o n i c Guidebook (Semper & Spasojevic, 2002) Guidebook (orientation) (registration) (background knowledge) (my Explo -

ratorium)

Exploratorium

2002

(Sung & Lesgold, in press)

Exploratorium(2001)

Electronic Guidebook (basic affordances ) attention to artifacts paths through physical and virtual space (higher effects ) E l e c t r o n i c Guidebook Exploratorium (2001)

Hsi(2003) 18 Electronic Guidebook Guidebook Guidebook Guidebook

Woodruff (2001) Woodruff information resource (c o m p a n i o n) location RFID

Woodruff 2~3 Sotto Voce Woodruff et al., 2002 (shared context) Woodruff (eavesdropping)

(Bitgood, 1994)

Aoki & Woodruff, 2000 2003 human-computer interaction human-field/situation interaction Exploratorium, 2001; Hsi, 2003

(Tuckey, 1998; Cox-Peterson, 2003) 1996; Yatani et al., 2004

Hsi, 2003; Semper & Spasojevic, 2002; Woodruff, Aoki, Hurst & Szymauski, 2001; Yatani, Sugimoto & Kusunoki, 2004

Rennie, Feher, Dierking & Falk, 2003 (mixed method, Johnson & Onwueg-bizie, 2004; Tashakkori & Teddie, 1998)

Explorato-rium (2001) Allen, 2002

(h u m a n-computer-field/situation interaction) 2 (tools with

distributed intelligence) 1. (human-computer interaction) 2. (human-computer-field interaction) (field) objects or artifact 3. (peer-computer-field interaction) (Exploratorium, 2001; Hsi, 2003) (Woodruff et al., 2001) 4. (peer-computer-situation interaction) (situation) (context) (artistic conception) (i n-terpretation) (Beck & Cable, 1998)

(situated cognition) (artifacts) (Brown, Collins & Dugid, 1989; Greeno, Collins & Resnick, 1996; McCaslin, 2002) (artifacts) (personal) (social and cultural mediation) (physical)

(Dierking, 2002; Falk & Dierking, 2000) (a n c h o r e d instruction) Vanderbilt (Cognition and Technology Groups of V anderbilt, 1990; 1992; 1997)

Yatani Sugimoto Kusunoki (2004) Yatani Musex (orienteering) Musex 13 13 Musex PDA (t r a n s c e i v e r) Yatani 50 Musex

Musex

Klopfer (2005) (Mystery at the Museum, M@M) M M M M

(2005) M@M flash

NSC94-2515-S-003-003 162 E-mail: sungtc@https://www.wendangku.net/doc/ba15988350.html,.tw

2005

2005

(1/3)

NSC94-2515-

S-003-003

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94 9 14 95 1 16

Usage of Mobile Devices in Museums: Promotion of Human-Computer-Situation Interactive Design

Yao-Ting Sung* Kuo-En Chang** Wen-Jeng Yu***a-Chih Chen *

Abstract

The usage of mobile devices is becoming more and more popular in museums. This study reviews the current status of design and usage of mobile devices as a mediator of guided tours in museums. Based on surveyed limitations, we propose a model, along with examples of implementation, for promoting human-computer-environment/situation interaction for future design of electronic guidebooks with mobile devices.

Keywords: mobile devices, electronic guidebook, human-computer-situation interaction

* Associate professor, Department of Educational Psychology and Counseling, National Taiwan Normal University

** Professor, Department of Information and Computer Education, National Taiwan Normal University

*** Assistant professor, Shing-Wu College of Technology

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