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Design and evaluation of a digital twin-based virtual museum for educational virtual reality experiences: the case of TÜDAM360
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DOI:10.1007/s10639-026-14118-6.png)
Abstract
En 中文
This study aimed to design and develop a digital twin-based virtual museum for the Türk Dünyası Application and Research Center (TÜDAM) and, within the framework of the Technology Acceptance Model (TAM), to examine the relationships between information literacy, usability, and satisfaction among its users. Employing a design-based research approach, the study pursued three sequential objectives: (a) designing and developing the virtual museum, (b) assessing users’ perceived usability and satisfaction, and (c) testing the mediating effect of usability on the relationship between IDL and satisfaction. The first objective was addressed by designing and developing a digital twin-based virtual museum, TÜDAM360, using 360-degree panoramic videos and photographs to accurately and immersively represent the physical museum environment; this platform served as the experimental setting for the subsequent phases of the study. To address the second objective, a total of 219 students from Anadolu University experienced the virtual museum using VR headsets and completed scales measuring digital competence, usability, and satisfaction, with data analyzed using K-means clustering and ANOVA. Findings showed that 63.5% of participants reported a high level of satisfaction, while 48.8% found the virtual museum highly usable. The third objective, testing the mediating effect of usability on the relationship between IDL and satisfaction, was examined through structural equation modeling (SEM). Results showed that IDL had both direct and indirect effects on satisfaction, with usability playing a significant mediating role (p < .001), supporting the TAM hypothesis that perceived ease of use and perceived usefulness enhance technology acceptance and user satisfaction. This research highlights the potential of digital twin technologies in enhancing user engagement and interaction in virtual museum applications. Future studies may focus on developing personalized user experience models to make virtual museum interactions more inclusive and engaging.
Keywords:
Virtual museum
Digital twin
Virtual reality
Technology acceptance model
Structural equation model
Educational technology
Digital learning
Student engagement
Journal
IF:
5.4
Papers:
921
Citations:
1.7W
