Comparative analysis of a traditional museum webpage and a 3Dimensional virtual museum for learning. Abstract. This mixed methods study will examine usability, knowledge acquisition, and preferences of learners’ experience in a web-based museum and a 3D virtual learning environment. Initial data is being collected in the fall of 2012 using different methods such as pre- and post-tests, surveys, direct unobtrusive observations and semi-structured individual interviews. Participants are experiencing either the webpage or the virtual museum. This study will also provide suggestions for future research in the area of 3D virtual environments for learning. Objective or purpose 3D environments are becoming an important tool for content delivery permitting individuals to interact and experience aspects of museums through an active and engaging environment. The purpose of this study will be to measure students’ attitudes, perceptions, knowledge acquisition, and levels of engagement using a web-based learning environment and 3D online learning environment, which recreate the experience of visiting a museum. Due to recent budgetary restrictions, schools around America have been forced to reduce the amount of money spent on field trips. Students are restricted to view important works of art, science exhibits, archeology exhibits, and other primary artifacts through dated materials. As major museums recognize this, they have been offering some of their exhibits online in traditional webpages. This study will focus on the analysis, effectiveness, and evaluation of those sites and it will provide an alternative presented through a 3D virtual museum. It will compare usability and knowledge acquisition in both experiences and it will present preferences and perceptions by the participants through surveys, observations, pre- and posttests, and semi-structured individual interviews. This study’s intention is not to replace the museum visitations but to provide some access to these works through online experiences. Intended audience: This paper is targeted for organizations that make use of alternative learning environments, K-12 and higher education groups. Presentation format: The research paper will be presented as a brief paper. Background perspectives: With the introduction of learning virtual environments, students can experience situations that would be almost impossible to recreate in real life. Virtual learning environments can provide a rich immersive experience that would give many learners access to collaborative opportunities. These environments are powerful tools to deliver different types of content, including educational and promotional in an interactive and contextual way. More and more schools, universities, and other informal learning settings, such as museums, are using this advantage to deliver educational content and to promote their institution policies and programs. Mclellan (1996) stated that more and more researchers are collecting information about the utility and value of virtual worlds for education and training. In recent years, many scholars have focused on the evaluation of traditional web sites for museums (Cunliffe, Efmorphia, & Tudhope, 2007; Harms & Schweibenz, 2001; Pallas & Economides, 2008; Menard, Mas, & Alberts, 2010), and many more are analyzing 3D virtual museums for learning (Schaller, Allison-Brunell, Borun, & Chambers, 2002, Corcoran, Demaine, Picard, Dicaire,& Taylor, 2002; Urban, Marty, & Twidale, 2007; Syaiou, Mania, Karoulis & White, 2009). However, there are not many that compare both experiences that use the same content. The paper will also discuss the theory of Situated Cognition, which served as the theoretical basis for the study (Brown, Collins, & Duguid, 1989; McLellan 1991; Clancey, 1997; Altalib, 2002,) and its application in museum education (Falk & Dierking, 1992;Roschelle, 1995; Hopper-Greenhill, 1999; Rennie & Johnston, 2004). Methods, techniques and Modes of Inquiry Approximately 500 undergraduate students currently enrolled at two major public universities will be surveyed. The survey instrument includes 21 items with a 6-point Liker-type scale. The pre-and posttests include 10 questions each with one correct answer and two distractors. Semi-structured individual interviews will include fifteen initial questions; however, more might develop during the interview. Basic demographic information (sex, age, academic standing, basic Internet usage, and online gaming experience) will be collected. All surveys and pre- and posttests will be delivered through online survey system. Data Analysis. Qualitative and quantitative methods will be used to analyze the responses to the different instruments. Surveys will be analyzed using non-parametric statistics including correlation (Spearmen) and descriptive data. Coding the interviews will be based on Carspecken’s (1995) system. To analyze the results of the pre- and posttests, a one-way analysis of variance (ANOVA) will be used (Anscombe, 1948). Importance of the study This study will examine the views of the technology generation, in this instance the attitudes, perceptions and engagement through a web-based and a 3D online learning environment used to deliver information related to museum programs and exhibitions. The unique pieces found in museums are inaccessible to a large group of people who are unable to attend for different reasons (time, money, and distance). Both web-based exhibits and 3D online virtual museums attempt to solve this issue. The question would be which is more effective, enjoyable, and engaging. References: Altalib, H. (2002). Situated cognition: Describing the theory. ERIC Reproduction Services ED 475 183. Anscombe, F. J. (1948). The validity of comparative experiments. Journal of the Royal Statistical Society. 11(3), 181-211 Brown, J.S., Collins, A. & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-41. Carspecken, P. (1995). Critical ethnography in educational research. New York. Routledge. Clancey, W. (1997). Situated cognition: On human knowledge and computer representations. Cambridge University Press. Corcoran, F., Demaine, J., Picard, M., Dicaire, L. & Taylor, J. (2002). INUIT3D: An interactive virtual 3D web exhibition. Proceedings of the Museums & Web Conference, Boston, MA 2002. Retrieved from: http://www.archimuse.com/mw2002/papers/corcoran/corcoran.html Cunliffe, D., Kritou, E., & Tudhope, D. (2002). Usability Evaluation for Museum Web Sites. Museum Management and Curatorship, 19(3), 229-252. Falk, J., & Dierking, L. (2000). Learning from museums. Visitor experiences and the making of meaning. Lanham MD: Altamira Press Harms, I., & Schweibenz, W. (2001). Evaluating The Usability Of A Museum Web Site. In D. Bearman & Jennifer Trant (Eds.), Museums and the Web 2001 International Conference Proceedings. Seattle, Washington. Hooper-Greenhill, E. (1999). Learning in art museums: Strategies of interpretation. In E. Hooper-Greenhill (Ed.) The educational role of the museum (2nd ed.) (pp. 44–52). New York: Routledge Lemieux, K. (2012, February 22). The ISM is back!. Retrieved from http://slispaceflightmuseum.org/blog/ Ménard, E., Mas, S., & Alberts, I. (2010). Faceted classification for museum artefacts: A methodology to support web site development of large cultural organizations. Aslib Proceedings, 62(4/5), 523-532. McLellan, H. (1996). Virtual environments and situated learning. Multimedia Review, 2(3), 2537 Pallas, J., & Economides, A. A. (2008). Evaluation of art museums ’ web sites worldwide. Information Services & Use, 28, 45-57. Rennie, L. J., & Johnston D. J. (2004). The nature of learning and its implications for research on learning from museums. Science Education, 88(S1), S4 – S16. Roschelle, J. (1995). Learning in interactive environments: Prior knowledge and new experience. Public institutions for personal learning: Establishing a research agenda, (pp. 37–51). American Association of Museums Washington, DC. Schaller, D., Allison-Brunell, S., Borun, M., & Chambers, B. How do you like to learn? Comparing user preferences and visit length of educational websites. Visitor Studies Today! Volume V, Issue II (2002) 4-11 Print Sylaiou, S., Mania, K., Karoulis, A., & White M. (2009). Exploring the relationship between presence and enjoyment in a virtual museum. In Int. J. Human Computer Studies. Pp. 243253. Urban, R., Marty, P., & Twidale, M. (2007). A second life for your museum: 3D multi-user virtual environments and museums. In J. Trant and D. Bearman (eds). Museums and the web 2007: Proceedings. Toronto: Archives & Museum Informatics, published March 31, 2007. Retrieved from: http://www.archimuse.com/mw2007/papers/urban/urban.html