Guidance in museum virtual tours: The impact of a gamified mobile guide on elementary students’ learning experiences

This randomized between-groups experiment examined how guidance modality shapes students’ learning in a virtual museum tour. Fifty-six students (grades 4–7) were alternately assigned to one of two conditions; a gamified, well-structured, task-based mobile guide providing immediate feedback, and a paper guide offering partially structured, text-based prompts without built-in feedback. After completing the tour, students were assessed on museum knowledge, three dimensions of museum learning experience (engagement, meaningful learning, emotional connection), and overall satisfaction. The mobile guide yielded significantly higher museum knowledge, greater meaningful learning, and higher satisfaction than the paper guide; differences in engagement and emotional connection were not observed. These findings indicate that guidance packaged with game mechanics, tight task structuring, and instant feedback can compensate for typical shortcomings of virtual tours and better support learning than text-only guidance. We discuss implications for the design of technology-enhanced guidance in virtual museum environments and recommend future factorial studies to disentangle the unique contributions of gamification, feedback, and delivery medium. However, these results should be interpreted in light of contextual limitations such as significant design imbalance between the richly structured mobile guide and the minimally supported paper guide, device diversity, linear navigation constraints, and the additional cognitive demands of using the mobile guide for the first time.

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Publication Details

Journal
Education and Information Technologies
Published
2026-03-31
DOI
https://doi.org/10.1007/s10639-026-13959-5
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Guidance in museum virtual tours: The impact of a gamified mobile guide on elementary students’ learning experiences

Elif Meral, Zeynep BAŞCI NAMLI, Türkan Karakuş Yılmaz, Zeynep Avinç Kara
Education and Information Technologies
Educational Games and Gamification
article

Guidance in museum virtual tours: The impact of a gamified mobile guide on elementary students’ learning experiences

Elif Meral, Zeynep BAŞCI NAMLI, Türkan Karakuş Yılmaz, Zeynep Avinç Kara
article en

Abstract

This randomized between-groups experiment examined how guidance modality shapes students’ learning in a virtual museum tour. Fifty-six students (grades 4–7) were alternately assigned to one of two conditions; a gamified, well-structured, task-based mobile guide providing immediate feedback, and a paper guide offering partially structured, text-based prompts without built-in feedback. After completing the tour, students were assessed on museum knowledge, three dimensions of museum learning experience (engagement, meaningful learning, emotional connection), and overall satisfaction. The mobile guide yielded significantly higher museum knowledge, greater meaningful learning, and higher satisfaction than the paper guide; differences in engagement and emotional connection were not observed. These findings indicate that guidance packaged with game mechanics, tight task structuring, and instant feedback can compensate for typical shortcomings of virtual tours and better support learning than text-only guidance. We discuss implications for the design of technology-enhanced guidance in virtual museum environments and recommend future factorial studies to disentangle the unique contributions of gamification, feedback, and delivery medium. However, these results should be interpreted in light of contextual limitations such as significant design imbalance between the richly structured mobile guide and the minimally supported paper guide, device diversity, linear navigation constraints, and the additional cognitive demands of using the mobile guide for the first time.

Education and Information Technologies
Atatürk University (TR)
Türkiye Bilimsel ve Teknolojik Araştırma Kurumu
Openalex Percentile: Top 32%
Educational Games and Gamification
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