Gamificación significativa aplicada a la educación patrimonial: Proyecto Mensajes del Cerro

[EN] Gamification (The use of elements of game design in non-game context) is a term that has been going on for approximately a decade in the educational field. But its practice was initially hampered by its behavioral tendencies of an extrinsic reward system, an aspect that didn’t match at all with...

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Detalles Bibliográficos
Autor: Villalpando Aranda, Ana
Tipo de recurso: capítulo de libro
Fecha de publicación:2022
País:España
Institución:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:español
OAI Identifier:oai:riunet.upv.es:10251/189504
Acceso en línea:https://riunet.upv.es/handle/10251/189504
Access Level:acceso abierto
Palabra clave:Gamificación
Educación patrimonial
Museos
Motivación
TICs
Gamification
Heritage education
Museums
Motivation
ICT
Descripción
Sumario:[EN] Gamification (The use of elements of game design in non-game context) is a term that has been going on for approximately a decade in the educational field. But its practice was initially hampered by its behavioral tendencies of an extrinsic reward system, an aspect that didn’t match at all with the cultural heritage education program’s budgets. As a response to the situation, Meaningful Gamification was developed. Being more accessible towards heritage education contexts since it focuses on creating social interactions and providing useful skills for users instead of physical rewards. This tool is supported by the Self-Determination Theory (Deci & Ryan, 2010) and has been adapted to libraries and museums by Scott Nicholson. Meaningful gamification applied in museums proves to be a fundamental tool for the design of heritage education and cultural action projects, especially in the current postmodern reality, now enhanced by the pandemic. A polarized reality in which, on the one hand, the digital gap has damaged some museum-communities dialogs, and on the other, a digital reality dominated by zapping, in which staying focused and motivated is a challenge for most of us, being constantly exposed to information. Therefore, the necessity of museums to stay open to different tools and methodologies to interact meaningfully with their audiences. Motivated by this "new reality", the heritage education pilot project "Mensajes del cerro" emerges, with a meaningful and accessible gamification design. This project is part of the PhD thesis: meaningful gamification in heritage education: study of cases and development of a methodology in the contexts of the Canary Islands (Spain) and sonora (Mexico), research carried out at the University of La Laguna within the Department of Arts and Humanities. This project sought to design a methodology based on significant gamification that could be adapted to the technological resources of both countries. Where the dynamics, mechanics and components invite the participants to represent, reflect and share the cultural identity of their community, while generating social ties, to evaluate the effectiveness of the different types of rewards: physical and significant.