{"title":"SOS 博物馆,一款为学校参观量身定制的文化遗产保护游戏化学习应用程序:观察启示","authors":"Bárbara Andrez, P. M. Homem, Maria Manuela Pinto","doi":"10.37394/232015.2024.20.32","DOIUrl":null,"url":null,"abstract":"This paper intends to systematize a first quantitative study based on the frequency of observable behaviors related to the implementation of a gamified mobile app built to raise awareness about risk management and preservation issues at the Military Museum of Porto, Portugal. The purpose of this study was to acknowledge, compare, and analyze the behavioral changes of a group of students (n=84) aged between 8 to 12 years old divided into two groups: experimental and control. Obtained results will assist a deeper and future analysis addressing infocommunicational problems in gamification processes and their relationship with knowledge in the museum context. The first results show that, by comparison to the control group, visitors were more excited, had more sense of urgency, were mutually aiding each other, and had more efficient communication and collaboration by completing tasks quickly and effectively, throughout the 30-minute average duration of the experience.","PeriodicalId":510669,"journal":{"name":"WSEAS TRANSACTIONS ON ENVIRONMENT AND DEVELOPMENT","volume":" 10","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-07-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"SOS Museum, a Gamified Learning App for Cultural Heritage Preservation Tailored for School Visits: Observational Insights\",\"authors\":\"Bárbara Andrez, P. M. Homem, Maria Manuela Pinto\",\"doi\":\"10.37394/232015.2024.20.32\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper intends to systematize a first quantitative study based on the frequency of observable behaviors related to the implementation of a gamified mobile app built to raise awareness about risk management and preservation issues at the Military Museum of Porto, Portugal. The purpose of this study was to acknowledge, compare, and analyze the behavioral changes of a group of students (n=84) aged between 8 to 12 years old divided into two groups: experimental and control. Obtained results will assist a deeper and future analysis addressing infocommunicational problems in gamification processes and their relationship with knowledge in the museum context. The first results show that, by comparison to the control group, visitors were more excited, had more sense of urgency, were mutually aiding each other, and had more efficient communication and collaboration by completing tasks quickly and effectively, throughout the 30-minute average duration of the experience.\",\"PeriodicalId\":510669,\"journal\":{\"name\":\"WSEAS TRANSACTIONS ON ENVIRONMENT AND DEVELOPMENT\",\"volume\":\" 10\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-07-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"WSEAS TRANSACTIONS ON ENVIRONMENT AND DEVELOPMENT\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.37394/232015.2024.20.32\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"WSEAS TRANSACTIONS ON ENVIRONMENT AND DEVELOPMENT","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.37394/232015.2024.20.32","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
SOS Museum, a Gamified Learning App for Cultural Heritage Preservation Tailored for School Visits: Observational Insights
This paper intends to systematize a first quantitative study based on the frequency of observable behaviors related to the implementation of a gamified mobile app built to raise awareness about risk management and preservation issues at the Military Museum of Porto, Portugal. The purpose of this study was to acknowledge, compare, and analyze the behavioral changes of a group of students (n=84) aged between 8 to 12 years old divided into two groups: experimental and control. Obtained results will assist a deeper and future analysis addressing infocommunicational problems in gamification processes and their relationship with knowledge in the museum context. The first results show that, by comparison to the control group, visitors were more excited, had more sense of urgency, were mutually aiding each other, and had more efficient communication and collaboration by completing tasks quickly and effectively, throughout the 30-minute average duration of the experience.