Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Article Types

Countries / Regions

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Search Results (204)

Search Parameters:
Keywords = museum educators

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
19 pages, 4759 KiB  
Article
Research on User Experience and Continuous Usage Mechanism of Digital Interactive Installations in Museums from the Perspective of Distributed Cognition
by Aili Zhang, Yanling Sun, Shaowen Wang and Mengjuan Zhang
Appl. Sci. 2025, 15(15), 8558; https://doi.org/10.3390/app15158558 (registering DOI) - 1 Aug 2025
Viewed by 162
Abstract
With the increasing application of digital interactive installations in museums, their role in enhancing audience engagement and cultural dissemination effectiveness has become prominent. However, ensuring the sustained use of these technologies remains challenging. Based on distributed cognition and perceived value theories, this study [...] Read more.
With the increasing application of digital interactive installations in museums, their role in enhancing audience engagement and cultural dissemination effectiveness has become prominent. However, ensuring the sustained use of these technologies remains challenging. Based on distributed cognition and perceived value theories, this study investigates key factors influencing users’ continuous usage of digital interactive installations using the Capital Museum in Beijing as a case study. A theoretical model was constructed and empirically validated through Bayesian Structural Equation Modeling (Bayesian-SEM) with 352 valid samples. The findings reveal that perceived ease of use plays a critical direct predictive role in continuous usage intention. Environmental factors and peer interaction indirectly influence user behavior through learner engagement, while user satisfaction serves as a core mediator between perceived ease of use and continuous usage intention. Notably, perceived usefulness and entertainment showed no direct effects, indicating that convenience and social experience outweigh functional benefits in this context. These findings emphasize the importance of optimizing interface design, fostering collaborative environments, and enhancing user satisfaction to promote sustained participation. This study provides practical insights for aligning digital innovation with audience needs in museums, thereby supporting the sustainable integration of technology in cultural heritage education and preservation. Full article
Show Figures

Figure 1

42 pages, 1202 KiB  
Article
Exploring Key Factors Influencing the Processual Experience of Visitors in Metaverse Museum Exhibitions: An Approach Based on the Experience Economy and the SOR Model
by Ronghui Wu, Lin Gao, Jiaxin Li, Anxin Xie and Xiao Zhang
Electronics 2025, 14(15), 3045; https://doi.org/10.3390/electronics14153045 - 30 Jul 2025
Viewed by 208
Abstract
With the advancement of immersive technologies, metaverse museum exhibitions have become an increasingly important medium through which audiences access cultural content and experience artistic works. This study aims to identify the key factors influencing visitors’ processual experiences in metaverse museum exhibitions and to [...] Read more.
With the advancement of immersive technologies, metaverse museum exhibitions have become an increasingly important medium through which audiences access cultural content and experience artistic works. This study aims to identify the key factors influencing visitors’ processual experiences in metaverse museum exhibitions and to explore how these factors collectively contribute to the formation of satisfaction with the visiting experience. Adopting an interdisciplinary theoretical perspective, the study integrates the Experience Economy theory with the Stimulus–Organism–Response (SOR) model to construct a systematic theoretical framework. This framework reveals how exhibition-related stimuli affect visitors’ behavioral intentions through psychological response pathways. Specifically, perceived educational appeal, interactive entertainment, escapist experience, and perceived visual aesthetics are defined as stimulus variables, while psychological immersion, emotional trigger, and cognitive engagement are introduced as organismic variables to explain their effects on satisfaction with the visiting experience and social sharing intention as response variables. Based on 507 valid responses, Partial Least Squares Structural Equation Modeling (PLS-SEM) was employed for empirical analysis. The results indicate that interactive entertainment and escapist experience have significant positive effects on psychological responses, serving as key drivers of deep visitor engagement. Emotional Trigger acts as a significant mediator between exhibition stimuli and satisfaction with the visiting experience, which in turn significantly predicts social sharing intention. In contrast, perceived educational appeal and perceived visual aesthetics exhibit weaker impacts at the cognitive and behavioral levels. This study not only identifies these weakened pathways but also proposes optimization strategies grounded in experiential construction and cognitive synergy, offering guidance for enhancing the educational function and deep experiential design of metaverse exhibitions. The findings validate the applicability of the Experience Economy theory and the SOR model in metaverse cultural contexts and deepen our understanding of the psychological mechanisms underlying immersive cultural experiences. This study further provides a pathway for shifting exhibition design from a “content-oriented” to an “experience-driven” approach, offering theoretical and practical insights into enhancing audience engagement and cultural communication effectiveness in metaverse museums. Full article
(This article belongs to the Special Issue Metaverse, Digital Twins and AI, 3rd Edition)
Show Figures

Figure 1

15 pages, 2127 KiB  
Article
Accessible Interface for Museum Geological Exhibitions: PETRA—A Gesture-Controlled Experience of Three-Dimensional Rocks and Minerals
by Andrei Ionuţ Apopei
Minerals 2025, 15(8), 775; https://doi.org/10.3390/min15080775 - 24 Jul 2025
Viewed by 445
Abstract
The increasing integration of 3D technologies and machine learning is fundamentally reshaping mineral sciences and cultural heritage, establishing the foundation for an emerging “Mineralogy 4.0” framework. However, public engagement with digital 3D collections is often limited by complex or costly interfaces, such as [...] Read more.
The increasing integration of 3D technologies and machine learning is fundamentally reshaping mineral sciences and cultural heritage, establishing the foundation for an emerging “Mineralogy 4.0” framework. However, public engagement with digital 3D collections is often limited by complex or costly interfaces, such as VR/AR systems and traditional touchscreen kiosks, creating a clear need for more intuitive, accessible, and more engaging and inclusive solutions. This paper presents PETRA, an open-source, gesture-controlled system for exploring 3D rocks and minerals. Developed in the TouchDesigner environment, PETRA utilizes a standard webcam and the MediaPipe framework to translate natural hand movements into real-time manipulation of digital specimens, requiring no specialized hardware. The system provides a customizable, node-based framework for creating touchless, interactive exhibits. Successfully evaluated during a “Long Night of Museums” public event with 550 visitors, direct qualitative observations confirmed high user engagement, rapid instruction-free learnability across diverse age groups, and robust system stability in a continuous-use setting. As a practical case study, PETRA demonstrates that low-cost, webcam-based gesture control is a viable solution for creating accessible and immersive learning experiences. This work offers a significant contribution to the fields of digital mineralogy, human–machine interaction, and cultural heritage by providing a hygienic, scalable, and socially engaging method for interacting with geological collections. This research confirms that as digital archives grow, the development of human-centered interfaces is paramount in unlocking their full scientific and educational potential. Full article
(This article belongs to the Special Issue 3D Technologies and Machine Learning in Mineral Sciences)
Show Figures

Figure 1

20 pages, 942 KiB  
Article
European Researchers’ Night: The Role of Scientific Events in Teacher Training
by Raquel Pires Lopes, João Miguel Alves Ferreira, Sergii Tukaiev, Cristina de Sousa and Raquel Barata
Educ. Sci. 2025, 15(7), 914; https://doi.org/10.3390/educsci15070914 - 17 Jul 2025
Viewed by 734
Abstract
European Researchers’ Night 2023 was developed at the National Museum of Natural History and Science of Lisbon, Portugal, with the motto “Science for Everyone (SCIEVER)—Inclusion and Sustainability”. The event promotes the relevance of science and research by focusing on the social, economic, and [...] Read more.
European Researchers’ Night 2023 was developed at the National Museum of Natural History and Science of Lisbon, Portugal, with the motto “Science for Everyone (SCIEVER)—Inclusion and Sustainability”. The event promotes the relevance of science and research by focusing on the social, economic, and environmental dimensions of sustainability and inclusion and bridging the gap between scientists, students, and civil society. Our study aims to understand the impact of the event on 30 students from a degree in Basic Education, who completed a questionnaire before and after the event. Data collection was focused on the audience’s expectations and engagement with the activities and the perceived value of such events. The students attended the event as a group, and the individual experiences described were similar: the importance of the European Researchers’ Night in raising awareness of science in initial teacher training. The findings may have implications in terms of curricula revision, education research, and education policies. Full article
(This article belongs to the Section Teacher Education)
Show Figures

Figure 1

39 pages, 7291 KiB  
Article
Three-Dimensional Modeling and AI-Assisted Contextual Narratives in Digital Heritage Education: Course for Enhancing Design Skill, Cultural Awareness, and User Experience
by Yaojiong Yu and Weifeng Hu
Heritage 2025, 8(7), 280; https://doi.org/10.3390/heritage8070280 - 15 Jul 2025
Viewed by 381
Abstract
This study introduces an educational framework that merges 3D modeling with AI-assisted narrative interaction to apply digital technology in cultural heritage education, exemplified by an ancient carriage culture. Through immersive tasks and contextual narratives, the course notably improved learners’ professional skills and cultural [...] Read more.
This study introduces an educational framework that merges 3D modeling with AI-assisted narrative interaction to apply digital technology in cultural heritage education, exemplified by an ancient carriage culture. Through immersive tasks and contextual narratives, the course notably improved learners’ professional skills and cultural awareness. Experimental results revealed significant knowledge acquisition among participants post-engagement. Additionally, the user experience improved, with increased satisfaction in the narrative interaction design course. These enhancements led to heightened interest in cultural heritage and deeper knowledge acquisition. Utilizing Norman’s three-layer interaction model, Ryan’s contextual narrative theory, and Falk and Dierking’s museum learning experience model, the study developed a systematic course for multi-sensory design and contextual interaction, confirming the positive impact of multimodal interaction on learning outcomes. This research provides theoretical support for the digital transformation of cultural education and practical examples for educational practitioners and cultural institutions to implement in virtual presentations and online learning. Full article
(This article belongs to the Special Issue Progress in Heritage Education: Evolving Techniques and Methods)
Show Figures

Figure 1

18 pages, 1314 KiB  
Article
Transforming Our World: The Role of Collections in Education for Sustainable Development
by Mar Gaitán, Alejandra Nieto-Villena, Arabella León, Indra Ramírez and Ester Alba
Heritage 2025, 8(7), 279; https://doi.org/10.3390/heritage8070279 - 15 Jul 2025
Viewed by 250
Abstract
The TOWCHED project explores how arts and heritage-based educational methodologies can support sustainable development by enhancing key transversal competencies in learners, particularly children and youth. In response to the global challenges outlined in the sustainable development goals (SDGs), this project promotes inclusive and [...] Read more.
The TOWCHED project explores how arts and heritage-based educational methodologies can support sustainable development by enhancing key transversal competencies in learners, particularly children and youth. In response to the global challenges outlined in the sustainable development goals (SDGs), this project promotes inclusive and participatory approaches to education that foster social cohesion, intercultural understanding, and civic engagement. Partnering with museums, TOWCHED develops cross-curricular pedagogical interventions, such as experiential, blended, and collection-mediated learning, that link cultural heritage with contemporary social and environmental concerns. These approaches aim to strengthen creativity, critical thinking, collaboration, and self-awareness. TOWCHED demonstrates that heritage collection-based education can play a vital role in transforming schools and other learning environments into hubs for sustainable, lifelong learning. By embedding cultural expression and heritage into educational practices, the project offers a compelling model for empowering individuals to navigate and shape a more equitable and interconnected world. This paper has two aims. First, we introduce TOWCHED, an interdisciplinary project recently funded by the Horizon Europe program of the European Union to preserve and promote education for sustainability in the heritage context. Second, we introduce a set of tools related to the project. Full article
(This article belongs to the Special Issue Progress in Heritage Education: Evolving Techniques and Methods)
Show Figures

Figure 1

25 pages, 4179 KiB  
Article
A Reflection on the Conservation of Waterlogged Wood: Do Original Artefacts Truly Belong in Public Museum Collections?
by Miran Erič, David Stopar, Enej Guček Puhar, Lidija Korat Bensa, Nuša Saje, Aleš Jaklič and Franc Solina
Heritage 2025, 8(7), 273; https://doi.org/10.3390/heritage8070273 - 9 Jul 2025
Viewed by 384
Abstract
The last decade has seen a transformative advancement in computational technologies, enabling the precise creation, evaluation, visualization, and reproduction of high-fidelity three-dimensional (3D) models of archaeological sites and artefacts. With the advent of 3D printing, both small- and large-scale objects can now be [...] Read more.
The last decade has seen a transformative advancement in computational technologies, enabling the precise creation, evaluation, visualization, and reproduction of high-fidelity three-dimensional (3D) models of archaeological sites and artefacts. With the advent of 3D printing, both small- and large-scale objects can now be reproduced with remarkable accuracy and at customizable scales. Artefacts composed of organic materials—such as wood—are inherently susceptible to biological degradation and thus require extensive, long-term conservation employing costly methodologies. These procedures often raise environmental concerns and lead to irreversible alterations in the wood’s chemical composition, dimensional properties, and the intangible essence of the original artefact. In the context of public education and the dissemination of knowledge about historical technologies and objects, 3D replicas can effectively fulfill the same purpose as original artefacts, without compromising interpretative value or cultural significance. Furthermore, the digital data embedded in 3D surface and object models provides a wealth of supplementary information that cannot be captured, preserved, or documented through conventional techniques. Waterlogged wooden objects can now be thoroughly documented in 3D, enabling ongoing, non-invasive scientific analysis. Given these capabilities, it is imperative to revisit the philosophical and ethical foundations of preserving waterlogged wood and to adopt innovative strategies for the conservation and presentation of wooden artefacts. These new paradigms can serve educational, research, and outreach purposes—core functions of contemporary museums. Full article
Show Figures

Figure 1

21 pages, 20145 KiB  
Article
Analyzing Factors Influencing Learning Motivation in Online Virtual Museums Using the S-O-R Model: A Case Study of the National Museum of Natural History
by Jiaying Li, Lin Zhou and Wei Wei
Information 2025, 16(7), 573; https://doi.org/10.3390/info16070573 - 4 Jul 2025
Viewed by 491
Abstract
Advances in information technology have enabled virtual museums to transcend traditional physical boundaries and become important tools in education. Despite their growing use, the factors influencing the effectiveness of virtual museums in enhancing students’ learning motivation remain underexplored. This study investigates key factors [...] Read more.
Advances in information technology have enabled virtual museums to transcend traditional physical boundaries and become important tools in education. Despite their growing use, the factors influencing the effectiveness of virtual museums in enhancing students’ learning motivation remain underexplored. This study investigates key factors that promote learning motivation among secondary school students using the National Museum of Nature’s Online Virtual Exhibition as a case study. Grounded in the Stimulus–Organism–Response (S-O-R) theoretical framework, a conceptual model was developed and empirically tested using Structural Equation Modeling (SEM) to examine relationships among stimulus variables, psychological states, and learning motivation. Results reveal that affective involvement, cognitive engagement, and perceived presence significantly enhance learning motivation, while immersion shows no significant effect. Among the stimulus factors, perceived enjoyment strongly promotes affective involvement, perceived interactivity enhances cognitive engagement, and content quality primarily supports cognitive processing. Visual aesthetics contribute notably to immersion, affective involvement, and perceived presence. These findings elucidate the multidimensional mechanisms through which user experience in virtual museums influences learning motivation. The study provides theoretical and practical implications for designing effective and engaging virtual museum educational environments, thereby supporting sustainable digital learning practices. Full article
(This article belongs to the Special Issue Information Technology in Society)
Show Figures

Figure 1

13 pages, 3210 KiB  
Article
Bridging Tradition and Innovation: Transformative Educational Practices in Museums with AI and VR
by Michele Domenico Todino, Eliza Pitri, Argyro Fella, Antonia Michaelidou, Lucia Campitiello, Francesca Placanica, Stefano Di Tore and Maurizio Sibilio
Computers 2025, 14(7), 257; https://doi.org/10.3390/computers14070257 - 30 Jun 2025
Viewed by 935
Abstract
This paper explores the intersection of folk art, museums, and education in the 20th century, with a focus on the concept of art as experience, emphasizing the role of museums as active, inclusive learning spaces. A collaboration between the University of Salerno and [...] Read more.
This paper explores the intersection of folk art, museums, and education in the 20th century, with a focus on the concept of art as experience, emphasizing the role of museums as active, inclusive learning spaces. A collaboration between the University of Salerno and the University of Nicosia has developed virtual museum environments using virtual reality (VR) to enhance engagement with cultural heritage. These projects aim to make museums more accessible and interactive, with future potential in integrating artificial intelligence NPC and VR strategies for personalized visitor experiences of the Nicosia Folk Art Museum. Full article
Show Figures

Graphical abstract

8 pages, 1945 KiB  
Proceeding Paper
Serious Game Design Integrating Design–Play–Experience Framework: Digital Interactive Experience Exploring Ecology of Palaeoloxodon
by Tzu-Chuen Lu, Yu-Ci Chen and Chun-Hsiang Chang
Eng. Proc. 2025, 98(1), 21; https://doi.org/10.3390/engproc2025098021 - 27 Jun 2025
Viewed by 304
Abstract
In this study, we developed a game related to Palaeoloxodon huaihoensis to enhance public interest in learning about its ecology. The game integrates education and entertainment elements at four interactive levels “See Sea Bones,” “Assembling Organs,” “Bacterias Cleaner,” and “Painting Elephant” to allow [...] Read more.
In this study, we developed a game related to Palaeoloxodon huaihoensis to enhance public interest in learning about its ecology. The game integrates education and entertainment elements at four interactive levels “See Sea Bones,” “Assembling Organs,” “Bacterias Cleaner,” and “Painting Elephant” to allow players to explore the fossil structure, internal organs, and historical background of Palaeoloxodon huaihoensis. In the design process, we incorporated the design–play–experience framework and the gameplay–purpose–scope (GPS) model to balance entertainment and education. To evaluate the effectiveness of the developed game, a questionnaire survey on a Likert scale was conducted with 180 participants visiting the National Museum of Natural Science, Taiwan. The results indicated that the majority of the players were satisfied with the game’s design and content, particularly in terms of its ability to stimulate creativity. This research demonstrated the potential of games in museum education and provides insights for future optimization. Full article
Show Figures

Figure 1

29 pages, 7525 KiB  
Article
Promoting Local Geodiversity Through Experiential Outdoor Education: The Syros Island Initiative
by Theodora Tsipra and Hara Drinia
Heritage 2025, 8(7), 244; https://doi.org/10.3390/heritage8070244 - 23 Jun 2025
Viewed by 340
Abstract
This study reviewed the benefits of outdoor activities and educational programs that take place in nature in terms of the cognitive and mental development of children. Research has highlighted the benefits offered to children by their participation in experiential activities that take place [...] Read more.
This study reviewed the benefits of outdoor activities and educational programs that take place in nature in terms of the cognitive and mental development of children. Research has highlighted the benefits offered to children by their participation in experiential activities that take place outdoors and are related to natural phenomena. These activities help children realize how important it is to conserve nature and protect sites of world heritage, thus becoming active citizens in the future. In this study, the uniqueness of Syros Island is presented, emphasizing the need for the world-renowned geological heritage of Syros to be preserved and promoted, both for the scientific community and for the public, with the aim of establishing a geopark in Apano Meria, as proposed by local authorities, along with a local museum. In this context, a working methodology was developed involving the design and implementation of a pilot educational program combining field-based activities, guided interpretation, and interactive learning tools. An indicative educational program was piloted with primary and secondary school students, as well as postgraduate students from the University of Athens. Recognizing the important role of geoparks in school education, the program focused on the rare geological phenomena on the northern side of Syros and was adapted to the characteristics of each participant age group. Full article
(This article belongs to the Special Issue Progress in Heritage Education: Evolving Techniques and Methods)
Show Figures

Figure 1

18 pages, 534 KiB  
Article
Beyond Culture/Nature Divides: New Approaches and Tools for a Cultural Integrated Landscape Management
by Luiz Oosterbeek
Diversity 2025, 17(6), 436; https://doi.org/10.3390/d17060436 - 19 Jun 2025
Viewed by 1047
Abstract
In this article, we revisit the core concepts of nature and of landscape assessment and sustainability, based on which we propose an approach to natural resource management and diversity preservation from the perspective of cultural landscapes. We build on past and contemporary debates [...] Read more.
In this article, we revisit the core concepts of nature and of landscape assessment and sustainability, based on which we propose an approach to natural resource management and diversity preservation from the perspective of cultural landscapes. We build on past and contemporary debates on the notion of nature and its relation to “Non-Nature”, attempting to systematize the main variables of the study of past societies as a methodological framework for the analysis of contemporary contexts; this is based on bibliographic references and case studies using such methodological approaches. Landscapes are structured through human activity, which relates to the technological and logistic drivers of historical studies, and are the domain of humans (anthropic nature), as opposed to non-anthropic nature (or wilderness). Sustainable resource management, focused on the preservation of biodiversity and cultural diversity as part of it, needs to overcome the divide between nature and culture, framing debates and conflicts as part of a cultural landscape of discussions served by an established methodological framework, in which education is the main driver and museum-related structures (libraries, etc.) form the flexible institutional backbone. The introduction sets the context for the argument, revisiting some of the theoretical approaches to the notions of nature and landscapes from the late 19th century in Europe, while also referring to reflections in antiquity and traditional and indigenous understandings. A section on materials and methods explains the methodological framework and data used by the author, situating it within a systematization of the humanities’ assessment of the past. A third section explores the interplay between materialities and perceptions, including the relevance of time- and space-driven approaches that shape different perceived landscapes; it proposes a definition of cultural landscape structured through these interplays. The fourth section discusses the dimension of perceived nature as a cultural landscape and characterizes its main drivers, offering two contemporary case studies as examples. A final section of conclusions discusses the role of humanities and of structures like museums, pointing to the new UNESCO program BRIDGES as a useful tool for pursuing landscape transformations. Full article
(This article belongs to the Special Issue Landscape Science and Natural Resource Management)
Show Figures

Figure 1

22 pages, 1869 KiB  
Article
When Teratology and Augmented Reality Entwine: A Qualitative Phenomenological Analysis in a Museal Setting
by Lucas L. Boer, Frédérique Schol, Colin Christiaans, Jacobus Duits, Thomas Maal and Dylan Henssen
Sensors 2025, 25(12), 3683; https://doi.org/10.3390/s25123683 - 12 Jun 2025
Viewed by 379
Abstract
Background: The Museum for Anatomy and Pathology at the Radboud University (The Netherlands) has created a permanent teratological exhibition, which is enhanced with augmented reality (AR) modalities. This exhibition serves various (post)graduate educational purposes and is open to the general public. However, data [...] Read more.
Background: The Museum for Anatomy and Pathology at the Radboud University (The Netherlands) has created a permanent teratological exhibition, which is enhanced with augmented reality (AR) modalities. This exhibition serves various (post)graduate educational purposes and is open to the general public. However, data on visitors’ views and experiences regarding the teratological collection and AR models are currently lacking. Methods: To address this, a qualitative study was conducted to explore visitors’ opinions and experiences. One-on-one in-depth interviews were conducted using a predefined topic list, with audio recordings transcribed verbatim. Thematic analysis was applied to the twenty-six interview transcripts. Results: The findings indicate that publicly displaying teratological specimens alongside AR modalities is valued and positively received by both (bio)medical students and laypeople alike. AR enhances understanding of dysmorphology and provides a more interactive and engaging learning experience for complex topics. Conclusion: The use of AR within a teratological exposition holds tremendous educational potential and improves public awareness and acceptance of developmental anomalies. Moreover, it provides a unique opportunity to reflect on both historical and contemporary bioethical issues. Full article
Show Figures

Figure 1

27 pages, 2456 KiB  
Article
A Chronological Review of the Expansion of the Museum’s Role in Relation to Spatial Changes
by Jun-Young Heo and Jae Hong Lee
Buildings 2025, 15(11), 1952; https://doi.org/10.3390/buildings15111952 - 4 Jun 2025
Viewed by 599
Abstract
This study aims to investigate a chronological review of the term museum, defined by the International Council of Museums (“ICOM”) and Korean laws, and explore how the museum definitions have been revised historically. Then, it argues how the museum architecture has been spatially [...] Read more.
This study aims to investigate a chronological review of the term museum, defined by the International Council of Museums (“ICOM”) and Korean laws, and explore how the museum definitions have been revised historically. Then, it argues how the museum architecture has been spatially changed and explores whether the revised social roles and ethical responsibilities would impact the restructuring of the spatial changes. To this end, it scrutinized new ideas, significant issues, orders of words, and implicit intentions of the museum definitions over time. It analyzed the data of spatial change projects, which were collected through web crawling of the Korean National e-Procurement System. Then, the spatial changes were categorized regarding functions and characteristics. Through an in-depth investigation of a literature review and case studies, the findings suggest that museums had been understood as a place for collecting, exhibiting, and enjoying materials. However, they have been required to play diverse roles, such as collecting, conserving, exhibiting, researching, and communicating heritage for education, reflection, and sharing knowledge over time. However, the issue of cultural enjoyment has come into focus in Korean laws after 2007, and, as a result, spatial changes (e.g., creating immersive experience center, renovating exhibition spaces, and improving convenience spaces) have taken place exclusively in national museums. Thus, it is clear that national museums are aware of the need to actively think about their role with regard to the public and how architecture corresponds to this. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
Show Figures

Figure 1

25 pages, 6375 KiB  
Article
Collections for the Public Good: A Case Study from Ohio
by Loren E. Babcock, Daniel F. Kelley, John B. Krygier, William I. Ausich, David L. Dyer, Dale M. Gnidovec, Anne M. Grunow, D. Mark Jones, Erica Maletic, Camilla Querin, H. Gregory McDonald and D. Joseph Wood
Diversity 2025, 17(6), 392; https://doi.org/10.3390/d17060392 - 31 May 2025
Cited by 1 | Viewed by 515
Abstract
Natural history collections serve science and society in a variety of ways. Collections of geological, including paleontological, materials are of special importance in the 21st century, as they serve not only as repositories for scientific research specimens, but are also used in teaching, [...] Read more.
Natural history collections serve science and society in a variety of ways. Collections of geological, including paleontological, materials are of special importance in the 21st century, as they serve not only as repositories for scientific research specimens, but are also used in teaching, outreach, and engaging the public in science. These collections link us to our scientific, technological, and cultural history, and help to inspire the next generations of scientists and technologists. In addition, they provide inspiration for creative works. They also have an important role in informing public policy and national security, as geological materials are fundamental to the global economy. Examples from universities, museums, and government agencies in central Ohio, USA, help to illustrate the myriad ways that geological collections are relevant to modern society, and provide continuing, critical benefits. These examples reinforce the need to ensure the long-term support of collections. Full article
(This article belongs to the Special Issue Do We Still Need Natural History Collections?)
Show Figures

Figure 1

Back to TopTop