that should be employed, similar to the formal
educational system, involves delineating the specific
learning objectives of each activity, and ensuring
their fulfillment. Nonetheless, this fulfillment does
not imply that there has been, in fact, knowledge
retention by the participants, other measures to
assess results are necessary depending on the type of
activity.
In the book "The Museum Experience"[7] it is
proposed an interactive experience model where
three contexts - personal, social, and physical -
which contribute significantly to visitors' perception,
assimilation and potential learning, are outlined.
According to the authors [7], there is a
misconception that learning is solely the acquisition
of new ideas, facts, or formally received
information, but its complexity derives from
multiple situations, spanning from schools to
museums, amongst other spaces, and it is closely
connected to individual memory and perception.
The ability to use, recognize, solve problems, recall
images, smells, sounds, colors, or memorize
choreographies involves the use of perception and
integration into memory for future use [7], but also
learning itself can be considered as a socially
mediated group activity, directly influencing
individuals' roles and relationships permanently
with many social, emotional and even intellectual
competencies acquired through the modulation of
others' behavior. Thus, it is worth noting that
learning processes also occur within a physical
context, which is of utmost importance when
determining how much information is perceived and
recalled, [7]. The continuous interaction between
these three contexts (personal, social, and physical)
makes up the ultimate experience because, based on
findings, a well-balanced experience that
accommodates correctly these three contexts has a
better chance of being remembered in the long term,
[7]. Nonetheless, it should be emphasized that
behavior in museums is often reactive, unconscious
and responsive to space, color and forms, but
visitors do not retain visual memories of objects,
captions, or conceptual schemes, but rather events
and observations that they categorize into mental
and personal lists, determined by events experienced
before and after visiting, [8]. Consequently,
museum visitors have a variety of motivations,
expectations, and beliefs that affect or may affect
learning and the visit itself, which should always be
taken into account.
This paper aims to synthesize a first approach to
the analysis of observational occurrences during the
implementation of a digital gamified prototype –
SOS Museum – aimed to address preservation
issues within the Military Museum of Porto, in
Portugal. In the observational grid construction, we
intended to mirror the interactive experience model
[7], where we formulated constructs [9] to optimize
observed behaviors during the life span of the
experience inside the museum, [10]. Observable
behavior frequencies were measured within an
experimental group that tested SOS Museum, as
well as within a control group that visited the
exhibition, addressing the same learning objectives
as the ones developed in the mobile app. The
presented results show that the experimental group
had a more enjoyable and emotional interaction
because the experience is well balanced in the
personal and social context in comparison with the
control group. However, certain disparities in the
physical context may be attributed to the distracting
nature of the mobile app itself. Nonetheless, this
does not necessarily imply a lack of visitor
engagement with the museum space and collections,
on the contrary, emotionally driven behaviors seem
to prove otherwise.
2 SOS Museum: An App to Promote
Awareness about Risk and
Preservation in Museums
The introduction of new technologies in museum
spaces has, in a way, shaken up access to
information throughout museological institutions, a
paradigm that the new museology [11] had already
witnessed and foreseen, enabling experiences within
and for communities. Delivering new forms of
connecting with these communities now requires
clear and distinct content that should address the
target group’s needs and characteristics. During the
project, we sought out methods to achieve this aim
and found that leveraging gamification strategies
could strengthen the communication of information
by fostering engagement and enjoyment. Given that
the intended audience for this proposal consisted of
children aged from 8 to 12 years old, gamification
was perceived as a means to streamline access to
information and enhance its availability through
engaging and educational "game-like structures,"
thereby possibly impacting learning.
Our gamified application – SOS Museum – is
centered around the preservation and safeguarding
of cultural assets in the Military Museum of Porto,
Portugal. This choice was made primarily because it
constitutes a major task within museum teams and,
secondly, because it introduces children to a novel
subject they can learn from. We believe that
gamification strategies can help to empower visitors
WSEAS TRANSACTIONS on ENVIRONMENT and DEVELOPMENT
DOI: 10.37394/232015.2024.20.32
Bárbara Andrez, Paula Menino Homem,
Maria Manuela Pinto