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Museums and the otherness of gamified learning systems

Title
Museums and the otherness of gamified learning systems
Type
Chapter or Part of a Book
Year
2025-01-03
Authors
Andrez, Bárbara
(Author)
FLUP
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Pinto, Maria Manuela Gomes de Azevedo
(Author)
FLUP
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Homem, Paula Menino
(Author)
Other
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Book
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Resumo (PT):
Abstract (EN): Museums, as cultural spaces of fruition, are also places of knowledge that have always dwelled with educational purposes. Non-formal education is a recurrent topic in the agenda of all museums across the globe. In this digital era, they incorporate multimedia forms in order to address learning in a more intuitive, enjoyable and inclusive way. Nevertheless, the construction of digital experiences is always complex and involves several factors that are unrelated to learning per se. Digital educational activities in museums are delivered through exhibitions, educational services, and museum websites. To a certain extent, they have the goal of providing more visual and engaging learning activities to visitors. Even so, how do museums know if they are, in fact, delivering what they expected? The otherness that the technological paradigm created enhances spaces with digital solutions that are not always the right answer for learners’ constructed needs. With this in mind, we take a closer look into digital gamification, within which we intend to understand the motivational aspects that these introductions can potentially arouse in individuals, address some learning and memory processes, and summarise some helpful points that can underline the creation and implementation of gamified learning systems through otherness questioning in museums.
Language: English
Type (Professor's evaluation): Scientific
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