TY - JOUR
T1 - A theoretical framework for designing smart and ubiquitous learning environments for outdoor cultural heritage
AU - Alkhafaji , Alaa
AU - Fallahkhair, Sanaz
AU - Haig, Ella
PY - 2020/9/20
Y1 - 2020/9/20
N2 - Cultural heritage is constantly attracting researchers and developers to introduce services that could support informal learning and enhance visitors’ experience at sites, through the use of technology. Few studies introduced models and frameworks for developing learning technologies, however, none of them were developed for supporting informal learning on-the-move at outdoor cultural heritage. This paper introduces a theoretical Framework for designing Smart and ubiquitous Learning Environments (FoSLE) for outdoor cultural heritage sites, which was formulated based on the results of three field studies that were conducted for gathering user requirements. A user-centred design approach using sequential mixed methods was adopted with data being gathered using focus group, questionnaire and interview techniques. A set of general requirements was extracted from the framework to inform the design of a smart and ubiquitous learning environment proof-of-concept, SmartC, for which mobile and wearable technologies were utilised.
AB - Cultural heritage is constantly attracting researchers and developers to introduce services that could support informal learning and enhance visitors’ experience at sites, through the use of technology. Few studies introduced models and frameworks for developing learning technologies, however, none of them were developed for supporting informal learning on-the-move at outdoor cultural heritage. This paper introduces a theoretical Framework for designing Smart and ubiquitous Learning Environments (FoSLE) for outdoor cultural heritage sites, which was formulated based on the results of three field studies that were conducted for gathering user requirements. A user-centred design approach using sequential mixed methods was adopted with data being gathered using focus group, questionnaire and interview techniques. A set of general requirements was extracted from the framework to inform the design of a smart and ubiquitous learning environment proof-of-concept, SmartC, for which mobile and wearable technologies were utilised.
KW - Ubiquitous learning
KW - mobile and wearable technologies
KW - Mixed methods approach
KW - User-Centred design
KW - Cultural heritage
UR - http://www.scopus.com/inward/record.url?scp=85091196466&partnerID=8YFLogxK
U2 - 10.1016/j.culher.2020.08.006
DO - 10.1016/j.culher.2020.08.006
M3 - Article
SN - 1296-2074
VL - 46
SP - 244
EP - 258
JO - Journal of Cultural Heritage
JF - Journal of Cultural Heritage
ER -