Teens (and adults) could easily be engaged by harnessing the cultural content aspects of museums along with a strong story line into a pervasive game.
Learn from the past, live in the present, plan for the future.
The design of the door should indicate how to work it without any need for signs, certainly without any need for trial and error.
Stories are how we experience life, so it makes perfect sense that storytelling is a skill that content marketers need to have.
Play is widely perceived not as the opposite of work, but as an accepted form of learning.
All that is valuable in human society depends upon the opportunity for development accorded the individual.
The implementation of such technology in museums would strongly influence children’s motivations, where they would be able to learn in an enjoyable and didactic manner.
Sometimes it is hard to catch a child’s attention. If technology made paying attention more appealing, it would certainly be more useful.
If it is dynamic, it is more interactive. And if it is more interactive, it is more fascinating , more motivating and appealing for students.
It is a well known phenomenon that everything that is animated is capable of capturing a child’s attention.