nav emailalert searchbtn searchbox tablepage yinyongbenwen piczone journalimg journalInfo journalinfonormal searchdiv searchzone qikanlogo popupnotification paper paperNew
2026, 01, v.39 32-42
博物探秘 文化育人——基于体验式学习的博物馆解谜游戏教育实践
基金项目(Foundation):
邮箱(Email):
DOI:
摘要:

解谜游戏在博物馆教育及其传播实践中逐渐兴起,成为吸引观众参与的重要手段和拓展历史知识的重要渠道。然而在现有实践中,博物馆解谜游戏存在教育目标弱化、叙事内容与游戏机制脱节、反馈缺失导致学习中断、技术门槛过高造成受众分层等现象,影响了观众的教育体验。针对上述问题,基于美国教育心理学家库伯提出的体验式学习理论,以具体体验、反思观察、抽象概括、主动实践四个学习阶段作为参考模型,提出明确教育目标、强化叙事结构、建立反馈机制与推动协作共享四个策略,以优化博物馆教育实践路径,推动博物馆向高质量的非正式学习场所转型。

Abstract:

Puzzle games have gradually risen in museum education and its communication practices,becoming an important channel to attract audience participation and expand historical knowledge.However,in existing practices,museum puzzle games have problems such as weakened educational objectives,disconnection between narrative content and game mechanisms,learning interrupted by lack of feedback,and audience stratification due to excessively high technical thresholds,thereby undermining the audience's educational experience. To this end,based on the experiential learning theory proposed by American educational psychologist Kolb,the four learning stages of concrete experience,reflective observation,abstract conceptualization,and active practice are adopted as the reference model. Furthermore,four strategies including clarifying educational objectives,strengthening narrative structures,establishing feedback mechanisms,and promoting collaborative sharing are proposed. As a result,the practical path of museum education can be optimized,and the transformation of museums to high-quality informal learning venues can be promoted.

参考文献

[1]郑奕,陆建松.博物馆要“重展”更要“重教”[J].东南文化,2012(5):101-109.

[2]中央宣传部国家发展改革委教育部科技部民政部财政部人力资源社会保障部文化和旅游部国家文物局关于推进博物馆改革发展的指导意见[EB/OL].(2021-05-24)[2025-03-15]. https://www. gov. cn/zhengce/zhengceku/2021-05/24/content_5610893. htm.

[3]中国博物馆协会.国际博协特别全体大会通过新版博物馆定义[EB/OL].(2022-08-25)[2025-07-15]. https://www. chinamuseum. org. cn/cma/detail. html? id=12&contentId=12403.

[4]周华杰.教育游戏及其在小学教育中的应用研究[D].上海:上海师范大学,2006:8-12.

[5]赵蒙成.“非正式学习”论纲[J].比较教育研究,2008(10):51-54.

[6]张剑平,夏文菁.数字化博物馆与学校教育相结合的机制与策略研究[J].中国电化教育,2016(1):79-85+108.

[7]刘艺潇.从《谜宫》系列解谜书看博物馆文创出版之路[J].现代出版,2023(2):115-124.

[8]林琮颖.探索博物馆之谜——博物馆运用实境游戏之研究[J].博物馆学季刊,2022(1):5-27.

[9]刘珠江.电脑游戏——可为博物馆文化传播所用的新载体[C]//北京博物馆学会.新世纪博物馆的实践与思考——北京博物馆学会第五届学术会议论文集.北京:北京燕山出版社,2008:281-288.

[10]鲍雪莹,赵宇翔.游戏化学习的研究进展及展望[J].电化教育研究,2015(8):45-52.

[11]吴镝,谢颖.我国博物馆游戏化学习研究综述[J].科学教育与博物馆,2020(3):160-166.

[12]邓又溪,柴秋霞.游戏化视角下博物馆重构观众关系的路径研究[J].东南文化,2024(4):140-147.

[13]徐炜.关于博物馆教育游戏内涵与特征讨论[J].科学教育与博物馆,2024(6):57-66.

[14]孟冉.游戏化视角下的博物馆参观体验设计——以上海天文馆体验设计为例[J].科技传播,2019(7):185-187.

[15]王子祎.游戏化思维介入“博物馆+”设计的研究[J].设计,2022(19):40-42.

[16]DJAOUTI D,ALVAREZ J,RAMPNOUX O,et al. Serious games&cultural heritage:A case study of prehistoric caves[C]//Proceedings of the 15th international conference on virtual systems and multimedia. Vienna:IEEE,2009:221-226.

[17]ANDERSON E F,MCLOUGHLIN L,LIAROKAPIS F,et al. Developing serious games for cultural heritage:A state-ofthe-art review[J]. Virtual Reality,2010(4):255-275.

[18]BEAVIS C,KELLY L,O'MARA J,et al. Gamifying the museum:Educational games for learning[C/OL]//Proceedings of museums and the web Asia.[2025-11-15]. https://www. researchgate. net/publication/305268032_Gamifying_the_museum_educational_games_for_learning.

[19]NILSSON T,BLACKWELL A F,HOGSDEN C,et al. Ghosts! A location-based Bluetooth LE mobile game for museum exploration[C]//Proceedings of the international conference on advances in computer entertainment. Cham:Springer International Publishing,2016:129-138.

[20]C'OSOVIC'M,BRKIC'B R. Game-based learning in museums:Cultural heritage applications[J]. Information,2020(1):22.

[21]SCHOU M M,L?VLIE A S. The diary of Niels:Affective engagement through tangible interaction with museum artifacts[C]//IOANNIDES M,FINK E,CANTONI L,et al. Progress in cultural heritage:documentation,preservation,and protection. Cham:Springer International Publishing,2021:289-299.

[22]KOLB D A. Experiential learning:Experience as the source of learning and development[M]. Englewood Cliffs:Prentice Hall,1984:30-38.

[23]KATSANTONIS M N,MANIKAS A,MAVRIDIS I. Design of a cultural heritage gesture-based puzzle game and evaluation of user experience[J]. Applied Sciences,2023(9):1-16.

[24]上海博物馆.青铜器是怎样制作出来的?上博东馆这处宝藏展陈,一定不要错过[EB/OL].(2024-03-23)[2025-08-02]. https://www. thepaper. cn/newsDetail_forward_26778941.

[25]来湘博揭开符文之谜的秘密吧![EB/OL].[2025-08-02]. https://www. hnmuseum. com/zh-hant/node/9367.

[26]XU W,XING Q W,YU Y,et al. Exploring the influence of gamified learning on museum visitors'knowledge and career awareness with a mixed research approach[J]. Humanities and Social Sciences Communications,2024(11):1-11.

[27]冯丹.面向儿童教育的历史博物馆游戏型文创设计研究[D].广州:广东工业大学,2022:10-15.

[28]CHEN W,LI T,ZHANG Y. Embodied cognition model for museum gamification cultural heritage communication:A grounded theory study[J]. npj Heritage Science,2025(13):1-13.

[29]SANGAMUANG S,WONGWAN N,INTAWONG K,et al. Gamification in virtual reality museums:Effects on hedonic and eudaimonic experiences in cultural heritage learning[J]. Informatics,2025(1):27.

[30]PRAX P,EKLUND L,SJ?BLOM B."More like an arcade":The limitations of playable games in museum exhibitions[J]. Museum and Society,2019(3):437-452.

[31]KARAGEORGIOU Z,FOTARIS P,LASKARI I,et al. Educational escape museum with IoT,animation and creative writing elements[C]//BROOKS A L,BANAKOU D,CEPERKOVIC S. Arts IT,interactivity and game creation.Cham:Springer International Publishing,2025:228-247.

[32]HERMAN D. Basic elements of narrative[M]. Chichester:Wiley-Blackwell,2009:75-133.

[33]HARTEVELD C. Triadic game design:Balancing reality,meaning,and play[M]. London:Springer International Publishing,2011:125-174.

[34]郑晶.游戏型教育模式构建在博物馆中的应用探索——以青少年互动体验展“大明都水监之运河迷踪”为例[J].东南文化,2021(3):161-166.

[35]张露,尚俊杰.基于学习体验视角的游戏化学习理论研究[J].电化教育研究,2018(6):11-20+26.

[36]MuseumNext. Museum gaming with“The secret of the dome stars”at Louvre Abu Dhabi[EB/OL].(2024-09-13)[2025-08-26]. https://www. museumnext. com/article/museum-gaming-with-the-secret-of-the-dome-stars-at-louvreabu-dhabi/.

[37]方红,顾纪鑫.简论体验式学习[J].高等教育研究,2000(2):82-84.

[38]张祖忻.建构主义学习理论与教学原则[J].开放教育研究,1997(6):14-17.

[39]NIEMI S M. Entering the mystery:Helsinki Noir:A fictional detective story created in a museum space[C]//ROBBINS N,THOMAS S,TUOMINEN M,et al. Museum studies:Bridging theory and practice. Jyv?skyl?:International Council of Museums(ICOM),University of Jyv?skyl?,2021:431-453.

基本信息:

中图分类号:G266;G775

引用信息:

[1]姚孺婧,周玉洁.博物探秘 文化育人——基于体验式学习的博物馆解谜游戏教育实践[J].内蒙古师范大学学报(教育科学版),2026,39(01):32-42.

发布时间:

2026-01-09

出版时间:

2026-01-09

网络发布时间:

2025-12-18

检 索 高级检索

引用

GB/T 7714-2015 格式引文
MLA格式引文
APA格式引文