Augmented Reality and Gamification for Engaging Museum Visitors with Archaeological Artifacts

This article explores the integration of Augmented Reality (AR) and gamification technologies to enhance museum visitors' engagement with archaeological artifacts at Museum Gedong Arca, Bali. The museum faces challenges in presenting relevant information to the younger generation in the digital age as well as staff capacity issues in explaining the collection to visitors. This study develops an Android-based AR application that allows visitors to scan markers linked to three-dimensional visualizations of archaeological artifacts from both prehistoric and historical times. The app aims to create a more interactive and enjoyable learning experience, particularly for students visiting the museum as part of a study tour. The research involved piloting the app on three different Android devices and usability evaluation using the System Usability Scale (SUS) method. The results showed that this AR application can improve visitors' understanding of museum artifacts, provide a more immersive learning experience, and be well received by users. In addition, this technology can also help attract more young visitors to the museum and overcome the limitations of direct interaction with museum staff.#

Publication Details

Published
2025-03-29
DOI
https://doi.org/10.1109/icct-pacific63901.2025.11012817
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
0.00
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Augmented Reality and Gamification for Engaging Museum Visitors with Archaeological Artifacts

Augmented Reality Applications
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Augmented Reality and Gamification for Engaging Museum Visitors with Archaeological Artifacts

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Abstract

This article explores the integration of Augmented Reality (AR) and gamification technologies to enhance museum visitors' engagement with archaeological artifacts at Museum Gedong Arca, Bali. The museum faces challenges in presenting relevant information to the younger generation in the digital age as well as staff capacity issues in explaining the collection to visitors. This study develops an Android-based AR application that allows visitors to scan markers linked to three-dimensional visualizations of archaeological artifacts from both prehistoric and historical times. The app aims to create a more interactive and enjoyable learning experience, particularly for students visiting the museum as part of a study tour. The research involved piloting the app on three different Android devices and usability evaluation using the System Usability Scale (SUS) method. The results showed that this AR application can improve visitors' understanding of museum artifacts, provide a more immersive learning experience, and be well received by users. In addition, this technology can also help attract more young visitors to the museum and overcome the limitations of direct interaction with museum staff.#

Openalex Percentile: Top 90%
Augmented Reality Applications
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Augmented Reality and Gamification for Engaging Museum Visitors with Archaeological Artifacts · (2025) | TGRS Research Map | TGRS