Reimagining Natural History Museums Through Gamification: Time, Engagement, and Learning in Teacher Education Contexts
Abstract
1. Introduction
1.1. Gamification as an Active Learning Strategy in Education: Concepts and Distinctions
1.2. Gamification in Informal Learning Spaces: Museums and Heritage Contexts
1.3. Gamification in Teacher Education Through Heritage-Based Experiences
1.4. Research Question and Objectives
- To compare students’ estimated time perceptions before and after the visit, evaluating potential changes based on the nature of the experience.
- To contrast the outcomes of the gamified experience with those of the traditional one, considering participants’ academic level.
- To assess students’ knowledge of the museum prior to and following the visit, to evaluate the impact of gamification on learning outcomes.
- To reflect on the pedagogical implications of the findings, particularly in relation to teacher training and heritage education.
2. Materials and Methods
2.1. Design and General Approach
2.2. Participants
- Group 1: 33 undergraduate students in Early Childhood Education (traditional visit, control group).
- Group 2: 21 undergraduate students in Early Childhood Education (gamified visit).
- Group 3: 24 graduate students from the Master’s in Secondary Education Teaching (specialization in arts) also engaged in a gamified visit.
2.3. Intervention Context
2.4. Procedure and Instruments
- Coordination with the museum staff was established to schedule the three visits and inform personnel of the nature and structure of each visit type.
- A consistent visit structure was implemented across groups to ensure comparability. Each session began with the pre-test, completed simultaneously and independently by all participants.
- During the visit—whether traditional or gamified—the author documented the session. In the gamified version, students were divided into teams and assigned specific roles. Gamification elements included playful mechanics such as “powers” (strategic advantages), which allowed participants to exchange members, block competitors, or nullify other teams’ points. These mechanics encouraged collaboration and competition, enhancing student engagement.
- Challenges included on-site drawing tasks, location-based puzzles, and knowledge-based questions, all scored with points. Bonus points were awarded for completing specific challenges to further motivate participants.
- The traditional visit followed a conventional educational format led by a museum educator, who provided standard explanations of the exhibits. All key content covered in the gamified sessions was also included in the traditional version to ensure content equivalence across groups.
- At the end of each visit, the post-test was administered, and its timestamp recorded the official end time of the activity.
- Finally, outside the recorded timeframe, a debriefing session was conducted with the future teachers to reflect on the dynamics of the activity and discuss the relevance of gamification in heritage education.
2.5. Data Analysis
- Descriptive statistics.
- Student’s t-tests for paired and independent samples.
- One-way analysis of variance (ANOVA).
- Non-parametric tests (Kruskal–Wallis), depending on assumption checks.
- Effect size calculations (Cohen’s d and partial eta squared).
- Post hoc comparisons (Tukey and Dunn tests).
3. Results
3.1. Actual Visit Duration
3.2. Perceived Time: Pre–Post Comparison
3.3. Change in Knowledge and Teacher Self-Perception
3.4. Interest, Satisfaction, and Activity Evaluation
- Q1: Was the visit interesting?
- Q2: Did you enjoy the activity?
- Q3: Do you consider this activity suitable for your future students?
- Q4: How much do you think your future students would enjoy it?
4. Discussion
5. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
ANOVA | one-way analysis of variance |
HSD | Tukey’s Honestly Significant Difference |
Appendix A
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Group | Mean Duration (min) | Standard Deviation | 95% Confidence Interval | Estimated Range |
---|---|---|---|---|
G1 (Undergraduate + Traditional) | 23.53 | 2.57 | 22.65–24.41 | 20.96–26.1 |
G2 (Undergraduate + Gamified) | 44.58 | 3.89 | 42.92–46.24 | 40.69–48.47 |
G3 (Master’s + Gamified) | 46.63 | 5.32 | 44.5–48.76 | 41.31–51.95 |
Source | DF | Sum of Square | Mean Square | F Statistic | p-Value |
---|---|---|---|---|---|
Groups | 2 | 9381.7 | 4690.9 | 302.04 | <0.001 |
(between groups) | |||||
Error | 75 | 1164.8 | 15.5 | ||
(within groups) | |||||
Total | 77 | 10,546.50 | 137 |
Pair | Difference | SE | Q | Lower CI | Upper CI | Critical Mean | p-Value |
---|---|---|---|---|---|---|---|
G1–G2 | 21.05 | 0.78 | 27.06 | 18.42 | 23.68 | 2.63 | <0.001 |
G1–G3 | 23.10 | 0.75 | 30.90 | 20.57 | 25.63 | 2.53 | <0.001 |
G2–G3 | 2.04 | 0.83 | 2.46 | −0.77 | 4.86 | 2.82 | 0.1986 |
Variable | Mean Estimated Time | Mean Difference | Standard Deviation | 95% Confidence Interval | t-Statistic | Effect Size (Cohen’s d) | p-Value |
---|---|---|---|---|---|---|---|
pre-test/post-test | 28.7/38.4 | +9.68 min | 14.22 | [6.47–12.89] min | t (77) = 6.01 | d = 0.68 | <0.001 |
Variable | Mean Pre–Post | Mean Difference | SD | 95% Confidence Interval | t-Statistic | Effect Size (Cohen’s d) | p-Value |
---|---|---|---|---|---|---|---|
G1 | 1.80–3.10 | +1.34 | 1.16 | [0.93–1.76] | t (32) = 6.63 | 1.15 | <0.001 |
G2 | 1.80–3.80 | +2.04 | 0.65 | [1.74–2.34] | t (20) = 14.26 | 3.11 | <0.001 |
G3 | 1.70–3.50 | +1.75 | 0.79 | [1.41–2.08] | t (23) = 10.86 | 2.22 | <0.001 |
G2 + G3 | 1.70–3.60 | +1.88 | 0.74 | [1.66–2.10] | t (44) = 17.18 | 2.56 | <0.001 |
Variable | n | Mean/SD | Mann–Whitney | Statistic Z | p-Value (Bilateral) |
---|---|---|---|---|---|
G1 pre | 33 | 1.78/0.77 | 751.5 | 0.086 | 0.931 |
G2, G3 pre | 45 | 1.75/0.17 | |||
G1 post | 33 | 3.12/0.92 | 503.5 | −2.44 | <0.015 |
G2, G3 post | 45 | 3.63/0.70 |
Variable | Q1 Mean/SD | Q2 Mean/SD | Q3 Mean/SD | Q4 Mean/SD |
---|---|---|---|---|
G1 | 3.03/1.2 | 3.06/1.4 | 2.91/1.4 | 2.76/1.4 |
G2 | 4.67/0.6 | 4.71/0.6 | 4.00/0.8 | 4.57/0.6 |
G3 | 4.68/0.7 | 4.46/1.0 | 3.50/1.2 | 4.21/0.8 |
G2,3 | 4.67/0.6 | 4.59/0.8 | 3.75/1.1 | 4.39/0.7 |
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Galindo-Durán, A. Reimagining Natural History Museums Through Gamification: Time, Engagement, and Learning in Teacher Education Contexts. J. Zool. Bot. Gard. 2025, 6, 46. https://doi.org/10.3390/jzbg6030046
Galindo-Durán A. Reimagining Natural History Museums Through Gamification: Time, Engagement, and Learning in Teacher Education Contexts. Journal of Zoological and Botanical Gardens. 2025; 6(3):46. https://doi.org/10.3390/jzbg6030046
Chicago/Turabian StyleGalindo-Durán, Alejandro. 2025. "Reimagining Natural History Museums Through Gamification: Time, Engagement, and Learning in Teacher Education Contexts" Journal of Zoological and Botanical Gardens 6, no. 3: 46. https://doi.org/10.3390/jzbg6030046
APA StyleGalindo-Durán, A. (2025). Reimagining Natural History Museums Through Gamification: Time, Engagement, and Learning in Teacher Education Contexts. Journal of Zoological and Botanical Gardens, 6(3), 46. https://doi.org/10.3390/jzbg6030046