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Estrategias de gamificación museos

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No necesariamente apps

Junior playtest redux. Yesterday the group of kids who played Sembl on paper last September returned to the Museum to play the prototype iPad app.

Junior playtest redux

Last year they were a 4/5 class of 22. This year they’re an expanded 5/6 class of 31, so we had some seasoned Semblers and some new to the game. I’m happy to report that yes, we played through to the end. On the iPad! Three times over, in fact. Above is a screenshot of the completed board of the first game. So that gives you an idea of how the board for four teams of younger players (say, 10–12 years old) will look. And here’s a zoom into three connections made in the final game: After the games the kids gave us various bug reports and ideas for improvement, and when we asked them to write a sticky note response under two headings, this was their response. A question I have: Can you implement music in Sembl? Something I found interesting: The Museum Game.

Gamifying the museum: educational games for learning. PaperLynda Kelly, Australian National Maritime Museum, Australia Published paper: Gamifying the museum: Educational games for learning There is a growing interest in many parts of the world in utilising the capacities and affordances of digital games to support learning within the formal arenas of curriculum and school.

Gamifying the museum: educational games for learning

The use of games-based pedagogies via online and mobile Internet-based technologies is seen as providing much potential for innovative, effective and accessible contemporary teaching and learning (Beavis, 2012). The Australian National Maritime Museum (ANMM) in partnership with roar films (Tasmania), Screensound Australia and Screensound Tasmania have developed an educational game, The Voyage, based on the nineteenth century convict experience. Bibliography: There is a growing interest in many parts of the world in utilising the capacities and affordances of digital games to support learning within the formal arenas of curriculum and school. Gamificación en los museos. El Smithsonian también adquirió videojuegos para su exhibición The Art of Videogames: Flower y Halo 2600.

Gamificación en los museos

Y su aporte, hasta el momento es por la misma razón que el MOMA con el pacman: el diseño también es arte. Gamificación en los museos. Gamificación en los museos. Ya hemos hablado, en más de una ocasión, sobre lo que significa la gamificación.

Gamificación en los museos

Pero como es una estrategia, en realidad, puede usarse en varios ámbitos y, en esta oportunidad, hablaremos de los museos que han logrado poner esta estrategia como parte de su programa. Vayamos por partes. Los videojuegos ocupan un lugar importante en la vida de los jóvenes. Gamificación en los museos. Museo de La Plata. En esta sala se exhiben vertebrados acuáticos (peces, reptiles y mamíferos) que habitan aguas continentales, superficiales y profundas, en su mayoría representativos de la fauna argentina.

Museo de La Plata

Una gran variedad de estructuras les facilita vivir en el agua: aletas, branquias, escamas, membranas, pérdida del pelaje y una forma hidrodinámica. Gamificación en los museos. Paola Antonelli: Why I brought Pac-Man to MoMA. Nubla. Playing with Art: The gamification of non-game spaces. “Tempt someone out of SFMOMA and eat them,” urges one activity in ArtGameLab, an exhibit at the San Francisco Museum of Modern Art that uses games to encourage visitors to break the mores of traditional museum conduct.

Playing with Art: The gamification of non-game spaces

While it’s doubtful that SFMOMA actually promotes cannibalism among its visitors—museums struggle enough as it is—this tongue-in-cheek game shows a willingness on the part of the museum to forgo tradition in an attempt to reach new audiences. Gamification, the increasing prevalence of games and game thinking to enhance non-game environments, is becoming ever more prominent in fields like education and product marketing. Games are used to encourage us to happily perform tasks we might otherwise view as boring. They engage our minds and put us in a state of blissful productivity, where we may actually prefer working hard to relaxing.

They trick us into learning, even teaching us new ways to learn. MNBA - Foto Audio Guía para Chicos. History, Travel, Arts, Science, People, Places. Three Ways to Have Fun in A Gallery. Museum Hack.