Publication: VR-chaeology: Assessing the Potential of Virtual Reality in Demonstrating Archaeological Processes for Enhanced Learning in Museum Exhibits
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Advances in alternate reality technologies (virtual reality/augmented reality) have caught the attention of educators in museums and cultural heritage sites as potentially useful interactive learning tools. However, there is a lack of data-driven studies on the usefulness of these technologies or their overall feasibility. This thesis provides a case study that quantifies the learning and enjoyment of museum visitors when a VR component is added to a more traditional museum exhibit. The virtual reality integration gives users an opportunity to engage in flintknapping, or the process of making stone tools. This classic form of experimental archaeology was selected because, while it is a complex process that was commonly employed in the past, it is not typically utilized today, and therefore provides what is likely a novel experience for visitors. Flintknapping is also a critical index of past human cognition. This thesis tests and compares the learning outcomes of the exhibit both by itself and with AV and VR components. Results show that increasing levels of interactivity correlate with both better learning outcomes and increased enjoyment but does not correlate with desire to learn more about the topic. Finally, this thesis assesses and discusses the feasibility of VR for the traditional archaeological museum.