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Experiential learning has become an effective approach in supporting children’s cognitive and emotional development. Museums, as informal educational spaces, hold great potential in integrating immersive technologies to create interactive and enjoyable learning experiences. This study is closely aligned with the fourth goal of the Sustainable Development Goals (SDGs), which is to ensure inclusive and quality education and promote lifelong learning opportunities for all. In this context, the Museum of Indonesian Children’s Folktales (Museum Cerita Rakyat Anak Nusantara) is envisioned as a cultural education medium for children by utilizing immersive technologies such as Augmented Reality (AR), Virtual Reality (VR), and projection mapping to bring Indonesian folktales to life. Data shows that children’s engagement in digital learning environments increases significantly when combined with multisensory interactive elements. This research aims to implement and evaluate the application of immersive technology within the museum exhibition space as an innovative strategy for delivering cultural content to children. The research method used is a qualitative approach based on the design thinking model, in order to develop user-centered solutions-children being the museum’s primary audience.
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