<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1409-4258</journal-id>
<journal-title><![CDATA[Revista Electrónica Educare]]></journal-title>
<abbrev-journal-title><![CDATA[Educare]]></abbrev-journal-title>
<issn>1409-4258</issn>
<publisher>
<publisher-name><![CDATA[Universidad Nacional. CIDE]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1409-42582023000200187</article-id>
<article-id pub-id-type="doi">10.15359/ree.27-2.15886</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Aplicación lúdica de la realidad aumentada (RA) en el Museo Nacional de Ciencias Naturales en Madrid, España]]></article-title>
<article-title xml:lang="en"><![CDATA[Ludic application of augmented reality (AR) at the National Museum of Natural Sciences in Madrid, Spain]]></article-title>
<article-title xml:lang="pt"><![CDATA[Aplicação lúdica da Realidade Aumentada (RA) no Museu Nacional de Ciências Naturais em Madri, Espanha]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Camps-Ortueta]]></surname>
<given-names><![CDATA[Irene]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Deltell]]></surname>
<given-names><![CDATA[Luis]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Gutiérrez-Manjón]]></surname>
<given-names><![CDATA[Sergio]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Complutense de Madrid  ]]></institution>
<addr-line><![CDATA[Madrid ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Complutense de Madrid  ]]></institution>
<addr-line><![CDATA[Madrid ]]></addr-line>
<country>Spain</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad Complutense de Madrid  ]]></institution>
<addr-line><![CDATA[Madrid ]]></addr-line>
<country>Spain</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>08</month>
<year>2023</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>08</month>
<year>2023</year>
</pub-date>
<volume>27</volume>
<numero>2</numero>
<fpage>187</fpage>
<lpage>203</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.sa.cr/scielo.php?script=sci_arttext&amp;pid=S1409-42582023000200187&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.sa.cr/scielo.php?script=sci_abstract&amp;pid=S1409-42582023000200187&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.sa.cr/scielo.php?script=sci_pdf&amp;pid=S1409-42582023000200187&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen  Introducción.  Esta investigación utiliza el videojuego serio de realidad aumentada (RA) Enigma Ciencia MNCN, desarrollado por PadaOne Games para el Museo Nacional de Ciencias Naturales (MNCN) en Madrid.  Objetivo.  Favorecer el acercamiento a las disciplinas STEM (desarrollo de las competencias propias de los grados de ciencias e ingenierías) del estudiantado en un ámbito de aprendizaje informal como es el MNCN.  Método.  Nuestro análisis se centra en cómo el uso de videojuegos serios aumenta la satisfacción de las personas visitantes en los centros museísticos especializados en ciencias naturales. Para ello se convocó a diversos sujetos a utilizar el nuevo videojuego durante una sesión de una hora en dicho centro. Además, este estudio investiga si el método de aprendizaje colaborativo es más eficaz que el individual.  Resultados. Este experimento se realizó de forma presencial en el Museo Nacional de Ciencias Naturales (MNCN) en Madrid, desde junio de 2018 hasta junio de 2019. El número total de sujetos fue de N= 317, de los cuales 297 eran menores de edad entre seis y trece años y 20 personas adultas acompañantes. Para analizar los datos obtenidos hemos utilizado el software SPSS Statistics.  Discusión y conclusiones. Las conclusiones del estudio indican que el videojuego serio Enigma Ciencia MNCN aumenta la satisfacción en la visita del museo y, además, se observa que la participación de forma colaborativa favorece un mejor resultado y eficacia en el juego.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract  Introduction.  The video game Enigma Madrid MNCN, developed by PadaOne Games, is an augmented reality (AR) game designed for the National Natural History Museum (MNCN) in Madrid, Spain.  Objective.  As a part of the museum experience, it is considered a serious game developed to introduce children to STEM (Science, Technology, Engineering, and Mathematics) subjects. Enigma Madrid MNCN is a new tool that encourages visitors to discover this type of knowledge.  Method.  This research aims to understand that serious games can increase visitor satisfaction with the museum. To investigate this, 297 children aged between 6 and 13 were invited to play the game for one hour at the museum.  Results.  The experiment took place at the Museo Nacional de Ciencias Naturales (MNCN) between June 2018 and June 2019. Visitor satisfaction and team play were analyzed in this research. A total of 317 subjects, including 20 adults, participated in the experimental conditions. Half of the sample played alone, and the other half played in pairs. All data were analyzed using SPSS Statistics.  Discussion and conclusions.  Our findings suggest that visitor satisfaction increases with the video game Enigma MNCN. Additionally, collaboration improves results in the game.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo  Introdução.  Esta pesquisa utiliza o videogame sério de realidade aumentada (AR) Enigma Ciência, desenvolvido pela PadaOne Games para o Museu Nacional de Ciências Naturais (MNCN) em Madri.  Objetivo.  Favorecer a abordagem das disciplinas STEM (desenvolvimento das competências dos cursos de ciências e engenharia) dos estudantes em um ambiente de aprendizagem informal como o MNCN em Madri.  Metodologia.  Nossa análise se concentra em como o uso de videogames sérios aumenta a satisfação dos visitantes nos museus de ciências naturais. Para este fim, vários participantes foram convidados a jogar o novo videogame durante uma sessão de uma hora no centro. Além disso, este estudo investiga se o método de aprendizagem colaborativa é mais eficaz do que o individual.  Resultados.  Esta experiência foi realizada pessoalmente no Museu Nacional de Ciências Naturais (MNCN) em Madri, de junho de 2018 a junho de 2019. O número total de sujeitos era N= 317, dos quais 297 tinham entre seis e treze anos de idade e havia 20 adultos acompanhantes. Para analisar os dados obtidos, utilizou-se o software SPSS Statistics.  Discussão y Conclusão.  As conclusões do estudo indicam que o videogame sério Enigma Science MNCN aumenta a satisfação na visita ao museu e, além disso, observa-se que a participação colaborativa favorece um melhor resultado e eficácia no jogo.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Realidad aumentada]]></kwd>
<kwd lng="es"><![CDATA[aprendizaje colaborativo]]></kwd>
<kwd lng="es"><![CDATA[museo]]></kwd>
<kwd lng="es"><![CDATA[videojuego]]></kwd>
<kwd lng="es"><![CDATA[STEM]]></kwd>
<kwd lng="en"><![CDATA[Augmented reality]]></kwd>
<kwd lng="en"><![CDATA[collaborative learning]]></kwd>
<kwd lng="en"><![CDATA[museum: video game]]></kwd>
<kwd lng="en"><![CDATA[STEM]]></kwd>
<kwd lng="pt"><![CDATA[Realidade aumentada]]></kwd>
<kwd lng="pt"><![CDATA[aprendizagem colaborativa]]></kwd>
<kwd lng="pt"><![CDATA[museu]]></kwd>
<kwd lng="pt"><![CDATA[videogame]]></kwd>
<kwd lng="pt"><![CDATA[STEM]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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