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Students’ Conducts During a Digital Game-Based Museum School Visit

Part of the IFIP Advances in Information and Communication Technology book series (IFIPAICT,volume 524)

Abstract

This paper deals with a preliminary empirical study carried out during a museum school visit. The study aims to understand the influence of a game on students’ conduct in the museum. We address the use of digital games for personalising experiences in museums and for fostering visitors’ interactions with the museum exhibition. The paper describes the design-based methodology and the collaborative design and testing of a digital game dedicated to help young museum visitors address the consequences of their relationships with nature and to understand the concept of anthropocene. Students were videotaped and the data collected enabled the identification of different conducts and situations depending on the gameplay performed by students.

Keywords

  • Gamification
  • Game-based learning
  • Museum school visit
  • Anthropocene
  • Nature Museum

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Correspondence to Eric Sanchez .

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Sanchez, E., Paukovics, E., Müller, S., Kramar, N., Widmer, A. (2019). Students’ Conducts During a Digital Game-Based Museum School Visit. In: Passey, D., Bottino, R., Lewin, C., Sanchez, E. (eds) Empowering Learners for Life in the Digital Age. OCCE 2018. IFIP Advances in Information and Communication Technology, vol 524. Springer, Cham. https://doi.org/10.1007/978-3-030-23513-0_15

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  • DOI: https://doi.org/10.1007/978-3-030-23513-0_15

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-23512-3

  • Online ISBN: 978-3-030-23513-0

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