Ludic Application of Augmented Reality (AR) at the National Museum of Natural Sciences in Madrid, Spain
DOI:
https://doi.org/10.15359/ree.27-2.15886Keywords:
augmented reality, collaborative learning, museum, video game, STEMAbstract
Introduction. The video game Enigma Madrid MNCN, developed by PadaOne Games, is an augmented reality (AR) game designed for the National Natural History Museum (MNCN) in Madrid, Spain. Objective. As a part of the museum experience, it is considered a serious game developed to introduce children to STEM (Science, Technology, Engineering, and Mathematics) subjects. Enigma Madrid MNCN is a new tool that encourages visitors to discover this type of knowledge. Method. This research aims to understand that serious games can increase visitor satisfaction with the museum. To investigate this, 297 children aged between 6 and 13 were invited to play the game for one hour at the museum. Results. The experiment took place at the Museo Nacional de Ciencias Naturales (MNCN) between June 2018 and June 2019. Visitor satisfaction and team play were analyzed in this research. A total of 317 subjects, including 20 adults, participated in the experimental conditions. Half of the sample played alone, and the other half played in pairs. All data were analyzed using SPSS Statistics. Discussion and conclusions. Our findings suggest that visitor satisfaction increases with the video game Enigma MNCN. Additionally, collaboration improves results in the game.
References
Adorno, T. W. (1967). Valéry proust museum. In memory of Hermann von Grab. En Prims (Trad. S. Weber & S Weber, pp. 175-185). MIT Press. https://bit.ly/34Ltw22
Camps-Ortueta, I., Deltell Escolar, L., & Blasco López, M. F. (2021). New technology in museums: AR and VR video games are coming. Communication & Society, 34(2), 193-210. https://doi.org/10.15581/003.34.2.193-210
Capriotti, P. & Losada-Díaz, J.-C. (2018). Facebook as a dialogic communication tool at the most visited museums of the world. Profesional de la Información, 27(3), 642-650. https://doi.org/10.3145/epi.2018.may.17
Claes, F. & Deltell, L. (2014). Museos sociales. Perfiles museísticos en Twitter y Facebook 2012-2013. Profesional de la Información, 23(6), 594-602. https://doi.org/10.3145/epi.2014.nov.06
Claes, F. & Deltell, L. (2019) Museo social en España: Redes sociales y webs de los museos estatales. El profesional de la Información, 28(3), 1-10. https://doi.org/10.3145/epi.2019.may.04
Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011). Gamification: Toward a definition. En CHI 2011 Gamification: Workshop proceedings, 1-4. https://www.researchgate.net/publication/273947177_Gamification_Toward_a_definition
Díaz-Barriga Arceo, F. & Hernández Rojas, G. (2002). Constructivismo y aprendizaje significativo. En Estrategias docentes para un aprendizaje significativo una interpretación constructivista (2.ª ed., pp. 23-62). McGraw-Hill. https://buo.mx/assets/diaz-barriga%2C---estrategias-docentes-para-un-aprendizaje-significativo.pdf
Falk, J. H, Osborne, J., & Dorph, R. (2014). Supporting the implementation of the Next Generation Science Standards (NGSS) through research: Informal science education [Archivo en un blog]. https://narst.org/sites/default/files/2019-10/Informal_Science_Education_June2014.pdf
Garmen, P., Rodríguez, C., García-Redondo, P., & San-Pedro-Veledo, J.-C. (2019). Inteligencias múltiples y videojuegos: Evaluación e intervención con software TOI. Comunicar, 27(58), 95-104. https://doi.org/10.3916/C58-2019-09
Gertrudis-Casado, M.-del-C., Gálvez-de-la-Cuesta, M-del-.C., Romero-Luis, J., & Gertrudix, M. (2022). Los serious games como estrategia eficiente para la comunicación científica en la pandemia de la Covid-19. RLCS, Revista Latina de Comunicación Social, (80), 40-62. https://www.doi.org/10.4185/RLCS-2022-1788
Goff, E. E., Mulvey, K. L., Irvin, M. J., & Hartstone-Rose, A. (2018). Applications of augmented reality in informal science learning sites: A review. Journal of Science Education and Technology, 27(5), 433-447. https://doi.org/10.1007/s10956-018-9734-4
González Calero, P. A., Quiroga Estévez, M. A., Camps, I., & Gómez-Martín, P. P. (2018, 23-26 de octubre). Hacia la personalización de las aventuras culturales. En F. Herrera Triguero, A. Troncoso, & S. Damas Arroyo (Eds.), XVIII Conferencia de la Asociación Española para la Inteligencia Artificial (CAEPIA 2018): Avances en Inteligencia Artificial (pp. 1052-1067). AEPIA.
Gros, B. (2005). El aprendizaje colaborativo a través de la red: Límites y posibilidades. En Congreso Internacional de Educación Mediada por Tecnologías (pp. 1-16). Universidad de Barcelona. https://bit.ly/2rn5EEe
Gutiérrez-Manjón, S. (2023). La comunicación de ciencia en videojuegos: Estudio de caso del juego como recurso para la divulgación científica Documentación de las Ciencias de la Información, 46(1), 57-65. https://doi.org/10.5209/dcin.83676
Jensen, E. A. & Lister, T. J. P. (2016). Evaluating indicator-based methods of ‘measuring long-term impacts of a science center on its community’. Journal of Research in Science Teaching, 53(1), 60-64. https://doi.org/10.1002/tea.21297
Lazzaro, N. (2009). Why we play: Affect and the fun of games: Designing emotions for games, entertainment interfaces and interactive products. En A. Sears & J. A. Jacko (Eds.), Human-Computer Interaction: Designing for diverse users and domains (pp. 155-176). CRC Press.
Matuk, C. (2016). The learning affordances of augmented reality for museum exhibits on human health. Museums y Social Issues, 11(1), 73-87. https://doi.org/10.1080/15596893.2016.1142815
Melgar, M. F. & Donolo, D. S. (2011). Salir del aula… Aprender de otros contextos: Patrimonio natural, museos e internet. Revista Eureka sobre Enseñanza y Divulgación de las Ciencias, 8(3), 232-333. http://hdl.handle.net/10498/14396
Ministerio de Educación, Cultura y Deporte. (2018). Estadística de museos y colecciones museográficas 2016. https://www.culturaydeporte.gob.es/dam/jcr:59ee8187-e757-4bb1-a332-5119e48ccc11/Museos_y_Colecciones_Museograficas_2016.pdf
Museo Nacional de Ciencias Naturales (MNCN). (2017-2018). Guía de programas educativos. https://bit.ly/2Z6os8K
Olson, S. & Riordan, D. G. (2012). Engage to excel: Producing one million additional college graduates with degrees in science, technology, engineering, and mathematics. Executive office of the President’s council of advisors on science and technology. https://bit.ly/3717Ct6
Otero Franco, A. & Flores González, J. (2011). Realidad virtual: Un medio de comunicación de contenidos. Aplicación como herramienta educativa y factores de diseño e implantación en museos y espacios públicos. Revista ICONO14. Revista Científica de Comunicación y Tecnologías Emergentes, 9(2), 185-211. https://doi.org/10.7195/ri14.v9i2.28
Rigby, S. & Ryan, R. M. (2011). Glued to games. How video games draw us in and hold us spellbound. AbC-CLIO.
Rodríguez Palmero, M. L. (2011). La teoría del aprendizaje significativo: Una revisión aplicable a la escuela actual. IN. Investigació i Innovació Educativa i Socioeducativa, 3(1), 29-50. https://dialnet.unirioja.es/servlet/articulo?codigo=3634413
Romero Ariza, M. & Quesada Armenteros, A. (2014). Nuevas tecnologías y aprendizaje significativo de las ciencias. Enseñanza de las Ciencias, 32(1), 101-115. https://doi.org/10.5565/rev/ensciencias.433
Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033
Santana Espitia, A. C., Fajardo Santamaría, J. A., & Herrera Rojas, A. N. (2018). El aprendizaje situado de la adición y la sustracción. Revista Latinoamericana de Etnomatemática, 11(2), 98-119. http://funes.uniandes.edu.co/12922/1/Santana2018El.pdf
Santibáñez Logroño, J. (2006). Los museos virtuales como recurso de enseñanza-aprendizaje. Comunicar, 14(27), 155-162. https://doi.org/10.3916/C27-2006-24
Simon, N. (2010). The participatory museum. Museum 2.0.
Stokes, B. (2005). Video games have changed: Time to consider ´serious games´? The Development Education Journal, 11(3), 1-8. https://www.researchgate.net/publication/309176470_Videogames_have_changed_time_to_consider_’Serious_Games’
Vargas-Iglesias, J. J. & Navarrete-Cardero, L. (2020). Beyond rules and mechanics: A different approach for ludology. Games and Culture, 15(6), 587-608. https://doi.org/10.1177/1555412018822937
Vera, M. & Gil, J. (2015). Uso de espacios tecnológicos interactivos y aprendizaje situado en instituciones universitarias. REDHECS: Revista Electrónica de Humanidades, Educación y Comunicación Social, 10(20), 73-91. https://dialnet.unirioja.es/ejemplar/512313
Witcomb, A. (2003). Re-imagining the museum: Beyond the mausoleum. Routledge. https://doi.org/10.4324/9780203361023
Zañartu Correa, L. M. (2003). Aprendizaje colaborativo: Una nueva forma de diálogo interpersonal y en red. Contexto Educativo, 5(28), 1-9. http://www.deciencias.net/convivir/1.documentacion/D.cooperativo/AColaborativo_TIC_ACooperativo9p.pdf
Downloads
Published
How to Cite
Issue
Section
License
1. In case the submitted paper is accepted for publication, the author(s) FREELY, COSTLESS, EXCLUSIVELY AND FOR AN INDEFINITE TERM transfer copyrights and patrimonial rights to Universidad Nacional (UNA, Costa Rica). For more details check the Originality Statement and Copyright Transfer Agreement
2. REUTILIZATION RIGHTS: UNA authorizes authors to use, for any purpose (among them selfarchiving or autoarchiving) and to publish in the Internet in any electronic site, the paper´'s final version, both approved and published (post print), as long as it is done with a non commercial purpose, does not generate derivates without previous consentment and recognizes both publisher's name and authorship.
3. The submission and possible publication of the paper in the Educare Electronic Journal is ruled by the Journal’s editorial policies, the institutional rules of Universidad Nacional and the laws of the Republic of Costa Rica. Additionally, any possible difference of opinion or future dispute shall be settled in accordance with the mechanisms of Alternative Dispute Resolution and the Costa Rican Jurisdiction.
4. In all cases, it is understood that the opinions issued are those of the authors and do not necessarily reflect the position and opinion of Educare, CIDE or Universidad Nacional, Costa Rica. It is also understood that, in the exercise of academic freedom, the authors have carried out a rogorous scientific-academic process of research, reflection and argumentation thar lays within the thematic scope of interest of the Journal.
5. The papers published by Educare Electronic Journal use a Creative Commons License: