Citas bibligráficas
Díaz, A., (2021). El cómic como herramienta pedagógica en las visitas virtuales del Museo de Artes y Ciencias Ingeniero Eduardo de Habich [Trabajo de Suficiencia Profesional, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/659227
Díaz, A., El cómic como herramienta pedagógica en las visitas virtuales del Museo de Artes y Ciencias Ingeniero Eduardo de Habich [Trabajo de Suficiencia Profesional]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2021. http://hdl.handle.net/10757/659227
@misc{renati/398795,
title = "El cómic como herramienta pedagógica en las visitas virtuales del Museo de Artes y Ciencias Ingeniero Eduardo de Habich",
author = "Díaz Cárdenas, Ana Cecilia",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2021"
}
Due to the COVID-19 pandemic, massive and group activities were banned. For this reason, the Museum of Arts and Sciences “Engineer Eduardo de Habich’’ decided to use the Google Meet videoconferencing platform to carry out virtual tours and thus continue to approach its audience. The museum presents a wide range of information, however, according to the testing carried out in the diagnosis, this can be tedious and unattractive for the teenage public who are in fourth and fifth year of high school and who are part of the museum’s target audience. This is due to the fact that the communication tone used in the virtual tours is not appropriate to capture the attention of the teenage public and encourage their participation. This project aims to create a solution to the identified problem, through the development of an interactive virtual catalog. The graphic style of the comic books was taken as a reference and basic gamification concepts were used. The graphic proposal proved to be an immediate solution to the problem and was accepted by the teenage public, who showed interest in learning more about the museum’s collections. Thanks to the gamification techniques used in the final dynamics, it was possible to generate participation from the public since a playful environment was created and thus it was ensured that the information provided was received correctly. The project lays the foundations to explore different solutions through the use of languages related to teenagers such as comic books.
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