This study conducted and analyzed a survey on museum education
programs to explore the digitization of archaeology and the educational use of
digital technology. In archaeology, digital technology plays an important role in
public education as well as...
This study conducted and analyzed a survey on museum education
programs to explore the digitization of archaeology and the educational use of
digital technology. In archaeology, digital technology plays an important role in
public education as well as preservation and management of data, and it is
confirmed that technologies such as virtual reality (VR), augmented reality
(AR), and 3D printing are being grafted in museum education programs.
However, research such as the public's experience in museum education
programs and their perception of the use of digital technology is insufficient.
Therefore, in this study, public opinions were collected and analyzed
through a survey, and based on this, a plan to effectively utilize digital
technology in museum education programs was suggested. For the study, a
non-face-to-face survey was conducted, and the survey items consisted of the
respondents' general information, experience of visiting museums, experience
of participating in educational programs, and opinions on digital technology
grafting. As a result of the survey, a total of 221 responses were collected,
and the collected results were analyzed. Among them, descriptive answer
responses used text mining techniques to identify the public's positive and
negative experiences and perceptions through extraction and visualization of
word frequency.
As a result of the study, most of the respondents had less experience in
participating in educational programs than in museum visits, but interest and
willingness to participate in educational programs were found. In particular,
the introduction of digital technology was dominated by positive reactions, and
the tendency to prefer experiential education programs using digital
technology was confirmed.
Based on these results, this study can be used as a basic study to utilize
digital technology in museum education programs and is expected to be an
important reference for improving and developing museum education
programs in the future