Gamifying Heritage: Can a Scavenger Hunt App Transform the Living Museum Experience?

Improving Children's Cultural Heritage Experience Using Game-based Learning at a Living Museum

2021-07-01
Mohd Kamal Othman, Shaziti Aman, Nurfarahani Norman Anuar, Ikram Ahmad
Summary
Problem
Method
Results
Takeaways
Abstract

This empirical study explores the impact of a Game-Based Mobile Guide (GBMG) on children's cultural heritage experiences at the Sarawak Cultural Village (SCV), a living museum. Using a Scavenger Hunt mechanic, the study compares digital guides against traditional paper pamphlets using the Museum Experience Scale (MES).

TL;DR

Researchers at Universiti Malaysia Sarawak developed a game-based mobile guide (GBMG) to help children navigate the Sarawak Cultural Village. While the app successfully boosted emotional connection through rewards and interactive quests, it struggled to outperform traditional paper pamphlets in terms of actual learning and engagement due to critical usability hurdles.

Context: The "Boredom" Crisis in Heritage Sites

Living museums like the Sarawak Cultural Village (SCV) offer a rich tapestry of intangible culture, yet children often find themselves "running from place to place" or buried in their smartphones without context. The core problem is a lack of resonance: traditional labels are too brief, and staff are often busy with cultural shows, leaving children unguided. The authors' intuition was simple: if children are already on their phones, why not turn the phone into a tool for cultural discovery?

Methodology: The Scavenger Hunt Approach

Unlike a standard audio guide, the GBMG utilizes a Scavenger Hunt mechanic. Children are tasked as "Junior Anthropologists" to locate 30 different artifacts (like the sebang or sumpit) across various ethnic houses.

App Architecture and Design

The development followed a Human-Computer Interaction (HCI) lifecycle, notably involving children in the design phase to ensure the "fun factor."

GBMG Overall Flow Figure 1: The interaction flow of the GBMG, moving from mission assignment to artifact discovery.

The app avoided high-fidelity realism in favor of graphical depictions, ensuring the interface felt like a game rather than a digital textbook.

Interface Clues Figure 2: Example of the scavenger hunt clues designed to prompt physical exploration.

Experiments: Mobile vs. Paper

The study involved 45 children divided into two groups. The "control" group used a paper pamphlet with identical visual assets and information to ensure a fair comparison of the medium rather than the content.

Key Results & The "Emotional" Paradox

The results, measured via the Museum Experience Scale (MES), revealed a fascinating split:

DimensionGBMG MeanPamphlet MeanSignificance
Engagement4.194.04Not Significant
Knowledge/Learning3.993.80Not Significant
Emotional Connection4.123.74Significant (p < 0.05)

MES Dimension Reliability Table 1: Reliability metrics for the Museum Experience Scale dimensions.

Critical Insights: Why Wasn't it a Total Victory?

The study provides a sobering look at "Research in the Wild." While the GBMG group felt more emotionally connected—likely due to the dopamine hit of "badges" and progress bars—they didn't necessarily learn more than the pamphlet group.

The Culprit: Usability Friction. Heuristic Evaluation by HCI experts identified 21 usability issues, including:

  • Small Font Sizes: Making instructions tedious to read.
  • Language Barriers: The app was only in English, which was a second language for many participants.
  • Lengthy Instructions: Digital attention spans are shorter; long text blocks caused children to skip information.

Takeaway for Future Tech

This research highlights that interactivity is not a silver bullet. To truly enhance cultural heritage:

  1. Aesthetics Matter: Emotional connection is driven by rewards, but learning is driven by clarity.
  2. Multimodal Support: Future apps should utilize audio to bypass reading fatigue.
  3. The Environment is the Star: The app must act as a bridge to the physical artifact, not a replacement for it.

In conclusion, gamification can make history "feel" better, but without impeccable UX and language accessibility, the educational impact remains locked behind the screen.

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Contents
Gamifying Heritage: Can a Scavenger Hunt App Transform the Living Museum Experience?
1. TL;DR
2. Context: The "Boredom" Crisis in Heritage Sites
3. Methodology: The Scavenger Hunt Approach
3.1. App Architecture and Design
4. Experiments: Mobile vs. Paper
4.1. Key Results & The "Emotional" Paradox
5. Critical Insights: Why Wasn't it a Total Victory?
6. Takeaway for Future Tech