International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
3.2
CiteScore

IJIET 2025 Vol.15(10): 2048-2057
doi: 10.18178/ijiet.2025.15.10.2404

Gamified Mobile Guide Using iBeacon: Enhancing Informal Learning in a Taiwanese Science Museum

Chan-Li Lin* and Yung-Neng Lin
Cultural and Creative Industries Management, National Taipei University of Education, Taiwan
Email: chanli@tea.ntue.edu.tw (C.-L.L.); lyn@tea.ntue.edu.tw (Y.-N.L.)
*Corresponding author

Manuscript received April 24, 2025; revised June 5, 2025; accepted June 27, 2025; published October 14, 2025

Abstract—This study investigates the implementation of a gamified mobile guide system—iGuide—integrated with iBeacon indoor positioning technology in a real-world science museum in Taiwan. Using a mixed-methods design combining spatial trajectory analysis, on-site behavioral observation, and post-visit interviews, the study examined how such a system influences visitor behavior, engagement, and informal learning experiences. Participants were segmented into three types—leisure-oriented, goal-oriented, and learning-driven—based on their interaction patterns.
Key findings indicate that app users visited approximately 33% mor exhibits, remained on-site for an estimated 40% longer duration, and demonstrated twice the number of high-engagement interactions—as defined by extended dwell time and task completion—compared to non-users. Gamified task and context-aware navigation effectively encouraged exploration of under-visited areas and increased overall participation. Interview data highlighted the need for a more intuitive interface, flexible content depth, and differentiated features for varying visitor profiles.
This study contributes to educational technology research by demonstrating how location-aware task-driven systems can foster adaptive and immersive learning in informal learning environments. Practical implications include design guidelines for personalized museum guidance, integration of real-time feedback and visitor modeling, and pathway toward AI-driven emotional analytics.

Keywords—gamified mobile learning, iBeacon, informal learning, museum visitor behavior, user experience design, visitor typology, educational technology


[PDF]

Cite: Chan-Li Lin and Yung-Neng Lin, "Gamified Mobile Guide Using iBeacon: Enhancing Informal Learning in a Taiwanese Science Museum," International Journal of Information and Education Technology, vol. 15, no. 10, pp. 2048-2057, 2025.


Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

Article Metrics in Dimensions

Menu