Abstract
Technology has the potential to redefine museums, opening the opportunity of new ways to connect with visitors. In the pandemic, museums had to close their doors and in-person visits were canceled. In reaction to this reality, many museums rushed to generate digital tours of their works and collections. The creation and development of these visits were born from the need to continue with virtual visits to continue to bring the knowledge that these institutions house closer. Today a possible approach is to create hybrid experiences that utilize digital technology capable of enriching a physical visit to museums. In this context, this paper addresses three experiences developed in Ecuador: (1) The Spiral of Memory proposal developed at the National Museum of Ecuador (MUNA), (2) The Animals of Yesterday and Today proposal developed at the Smithsonian Virtual Museum and (3) Interactive Museums as Pedagogical Mediators, digital educational resources in virtual learning environments. The conclusion of these experiences led to the conclusion that museums are spaces of interaction that contain an infinity of resources that allow children to create their own stories and compositions from the observation of real facts and situations, presented through the creation of physical or virtual experiences in these cultural spaces.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Mendoza, M.: Didáctica de los Museos en tiempos de Covid-19. Revista Cienciamerica 9(2), 363–368 (2020). https://doi.org/10.33210/ca.v9i2.328
Robinson, C.: Museums and emotions. J. Museum Educ. 46(2), 147–149 (2021). https://doi.org/10.1080/10598650.2021.1922987
Cano, R.: Transformación digital: Oportunidad para los Museos Pequeños. EVE Museos e Innovación (2021). https://bit.ly/37pLnPM
Fortoul van der Goes, T.: The perfect storm: creativity and mood. Revista de la Facultad de Medicina de la UNAM 60(05), 56–58, http://www.scielo.org.mx/scielo.php?script=sci_arttext&pid=S0026-17422017000500056&lng=es
Lucas, L., Trabajo, M., Borghi, B.: El museo como laboratorio escolar. Análisis de buenas prácticas. Arte, Individuo y Sociedad 32(2), 299–317 (2020). https://bit.ly/3seFyhq
Romualdo, S.: Play, Games and Gamification in Contemporary Art Museums, Dissertação De Mestrado Apresentada À Faculdade De Belas Artes Da Universidade Do Porto Em (2013)
Contreras, R., Eguia, J. (Eds.): Experiencias de gamificación en las aulas. InCom-UAB Publicacions (2017). https://bit.ly/3xX6rbf
Park, H., Heo, J., Kim, J.: Before you visit: new opportunities for the digital transformation of museums. In: Rauterberg, M. (eds.) Culture and Computing. Interactive Cultural Heritage and Arts. HCII 2021. Lecture Notes in Computer Science, vol. 12794. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-77411-0_29
Li, Q., Yoo, B., Ding, Y.: The effects of interactive digital exhibits (IDEs) on children’s experience in science museums. In: Rauterberg, M. (eds.) Culture and Computing. HCII 2020. Lecture Notes in Computer Science, vol. 12215. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-50267-6_17
Dasgupta, A., Williams, S., Nelson, G., Manuel, M., Dasgupta, S., Gračanin, D.: Redefining the digital paradigm for virtual museums. In: Rauterberg, M. (eds.) Culture and Computing. Interactive Cultural Heritage and Arts. HCII 2021. Lecture Notes in Computer Science, vol 12794. Springer, Cham. https://doi.org/10.1007/978-3-030-77411-0_23, (2021).
Checa, F.: El uso de metaversos en el mundo educativo: Gestionando conocimiento en Second Life. Revista de Docencia Universitaria 8(2), 148–149 (2010). https://bit.ly/3k8AszZ
Ruiz de Velasco, A., Abad, J.: Lugares de juego y encuentro para la infancia. Revista Iberoamericana de Educación 71, 44–45 (2016).https://bit.ly/3srxdXR
Santibáñez, J.: Los museos virtuales como recursos de enseñanza-aprendizaje. Comunicar 27, 155–156 (2006). https://bit.ly/3mmbwrg
Palacios, D., Jadán-Guerrero, J., Ramos-Galarza, C.: Digital museums as pedagogical mediators in the pandemic crisis. In: Stephanidis, C., Antona, M., Ntoa, S. (eds.) HCI International 2021—Posters. HCII 2021. Communications in Computer and Information Science, vol. 1421. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-78645-8_16
Frankle, E.: Maslow en los museos. Frankleolinsky (2017). https://bit.ly/2Wpli17
Acknowledgements
The authors would like to acknowledge to Universidad Tecnológica Indoamérica and its Maestría en Educación mención Innovación y Liderazgo Educativo for contributing to this research to participate in The 2022 WorldS4 Conference (WorldS4 2022). Special thanks to the students, teachers and authorities of Arca del Saber educational center for participating in this research.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Jadán-Guerrero, J., Mendoza, M., Alvites-Huamaní, C. (2023). Redefining the Museum Experiences in the Virtual Age. In: Nagar, A.K., Singh Jat, D., Mishra, D.K., Joshi, A. (eds) Intelligent Sustainable Systems. Lecture Notes in Networks and Systems, vol 578. Springer, Singapore. https://doi.org/10.1007/978-981-19-7660-5_39
Download citation
DOI: https://doi.org/10.1007/978-981-19-7660-5_39
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-19-7659-9
Online ISBN: 978-981-19-7660-5
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)