Museum Education in the Digital Age:
Application of gamification at the Rio Grande do Norte Mineral Museum
DOI:
https://doi.org/10.63103/8c85nq86Keywords:
Museum, Geosciences., Gamification.Abstract
This paper aims to propose a teaching tool that will spark the interest and participation of visitors to the Rio Grande do Norte Minerals Museum, discussing how gamification can contribute to the assimilation of the content presented in a more playful and meaningful way. The work is justified because traditional teaching methods no longer reflect the expectations of a world increasingly connected to digital media, therefore, it requires an education that will spark the attention of the public and, at the same time, increase their active participation. To this end, in addition to using bibliographic research, we adopted a case study as a methodological procedure, where at the end of the visits, participants point their cell phones at the printed QR Code and answer multiple-choice questions. With the results of the research, we will be able to understand how the association between digital games and geosciences can contribute to sparking the interest and participation of the visiting public.
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