## 6 Evaluation  
### Research Model and Hypotheses  
The proposed research model consists of six factors or variables that have been measured and validated by other works about cultural heritage institutions. These are: _ease of use, interactivity, cognitive engagement, learning outcomes, user satisfaction_ and _revisit intentions_.  
The research model proposed to assess the designed platform is an adaptation and an extension from the model elaborated by [PERSON] [64]. Their model is based on a comprehensive literature review that addresses the effects of technological dimensions in the process of learning in museums. It also takes into consideration how the use of technology in museums affects psychological factors such as curiosity, enjoyment or focus and how these in turn influence learning outcomes. Thus, our first four (latent) variables have been adapted from their research.  
However, the aforementioned work does not analyse the impact of technology on the achievement of visitor satisfaction and their behavioural intentions. It is of importance to consider these two variables when assessing the usefulness of the proposed platform because, according to [PERSON] and [PERSON] [65], one of the main goals of museums is to achieve visitor satisfaction, provided that visitors are an essential asset of success. Therefore, the gamification platform should also be evaluated with respect to its contribution towards a satisfactory museum experience.  
Regarding visitor satisfaction, the study conducted by [PERSON] et al. [66] reveals that interactive qualities of multimedia representations of content contribute positively toward user satisfaction during a museum visit. Also, the work produced by [PERSON] [67] demonstrates that the cognitive dimension is a significant predictor of visitor satisfaction in museums. This reveals that the way information is provided and what can visitors see affects the creation of satisfying museum experiences. Consequently, if a consumer is satisfied with the product or service offered by a company, they tend to recommend it to others and often buy the product or service again [68]. Particularly in the museum environment, bodies of research such as [PERSON] et al. [69] and [PERSON] [70] show a strong correlation between satisfactory museum experiences and the intention of visitors to return.  
Bearing in mind the aforementioned research, the resulting measurement model is depicted in Figure 6.  
Therefore, based on the review of the aforementioned academic literature, seven hypotheses are raised to assess the effectiveness of the proposed system. _H1,H2,H3_ and _H4_ have been formulated in virtue of the results yielded by [PERSON] [64]. _H5, H6_ and _H7_ have been hypothesised referring to the extension of the model considering visitor satisfaction and revisit intentions.  
* H1: The proposed system's ease of use positively influences interactivity.
* H2: The ease of use of the proposed platform increases cognitive engagement.
* H3: The interactive capabilities of the system have a positive effect on cognitive engagement.  
Figure 6: Proposed research model.  
* H4: Cognitive engagement through the use of the gamification system has a positive effect on learning outcomes.
* H5: The interactivity of the proposed platform positively influences museum visitors' satisfaction.
* H6: Visitors' cognitive engagement through the use of the proposed platform positively influences visitor's satisfaction.
* H7: Intentions to revisit the museum are positively affected by visitors' satisfaction with the platform.