| 英文摘要 |
Multimedia high interactive exhibit, in recent years has become an indispensable display of new century museum, emphasizing the experience of visitors, so that the audience in the '' edutainment '' in the process of learning new knowledge .This study mainly explored how to properly interpret climate change-related messages with the serious game theory in order to better curate educational scientific exhibitions and compensate for single-directional display forms such as display boards and light boxes, and in turn, enhancing the visiting experience. Data were collected using behavior observation and a questionnaire survey. Effects of the exhibits were examined from visitors' visiting behaviors, their time spent on watching the exhibits, and their extent of interacting with the exhibits. The overall participation rate on the part of the visitors reached up to 95.6%. The average time for each group of visitors to finish watching all 12 multimedia interactive exhibits was 3838 s (64 min), namely 319.8 s (5.3 min) on each exhibit. From this perspective, the objectives and effects of the proposed serious game application were achieved in this study. An attractive serious game should be able to develop multiple internal motivations in its participants, including challenge, curiosity, control, competition, and collaboration. Only by adequately incorporating these motivations in a game can learners be encouraged to actively engage in the entire exhibition, complete required tasks, and obtain rewards or feedback. |