Abstract
Objetive. This interdisciplinary study used the Theory of inventive problem solving (TRIZ) and Cognitive task
analysis (CTA) to address the problem of designing learning scenarios. Method. The study was conducted in a natural science museum in Cali, Colombia to solve the educational problem of teaching visitors about
migratory birds who arrive at Colombian wetlands. The design process was conducted in two phases. The
first analyzed the technical component of the problem with TRIZ, and the second analyzed the educational
component with CTA. The analysis involved 23 participants: six systems engineers, a mechanical engineer, an
electrical engineer, two psychologists, two biologists, a physicist, a museum technician, a historian, a museum
guide, a graphic designer, and six engineering students. Results. The TRIZ application makes it possible to
conclude that the learning scenario should be easy to use, durable and fun. Also, the learning scenario should
exhibit minimal assistance of museum guides and the use of new technologies directed toward the educational
objective. The CTA makes it possible to understand that the main function of the learning scenario was to
promote the visitors understanding of the concepts involved in the relationships among man, wetlands and
migratory birds. Conclusion. The design of this game gives priority to the educational factors, promoting
environmental conservation, without neglecting the entertainment component. A balance between them
seems difficult to achieve in human-computer interaction application designs on which the focus is generally
on fun, using sophisticated technological resources and aesthetic sense.
analysis (CTA) to address the problem of designing learning scenarios. Method. The study was conducted in a natural science museum in Cali, Colombia to solve the educational problem of teaching visitors about
migratory birds who arrive at Colombian wetlands. The design process was conducted in two phases. The
first analyzed the technical component of the problem with TRIZ, and the second analyzed the educational
component with CTA. The analysis involved 23 participants: six systems engineers, a mechanical engineer, an
electrical engineer, two psychologists, two biologists, a physicist, a museum technician, a historian, a museum
guide, a graphic designer, and six engineering students. Results. The TRIZ application makes it possible to
conclude that the learning scenario should be easy to use, durable and fun. Also, the learning scenario should
exhibit minimal assistance of museum guides and the use of new technologies directed toward the educational
objective. The CTA makes it possible to understand that the main function of the learning scenario was to
promote the visitors understanding of the concepts involved in the relationships among man, wetlands and
migratory birds. Conclusion. The design of this game gives priority to the educational factors, promoting
environmental conservation, without neglecting the entertainment component. A balance between them
seems difficult to achieve in human-computer interaction application designs on which the focus is generally
on fun, using sophisticated technological resources and aesthetic sense.
| Translated title of the contribution | Design of a Learning Scenario for Museums Using TRIZ and ACT |
|---|---|
| Original language | Spanish |
| Pages (from-to) | 71-88 |
| Number of pages | 18 |
| Journal | Pensamiento Psicológico |
| Volume | 11 |
| Issue number | 2 |
| State | Published - 11 Nov 2022 |
Keywords
- Interactive museums
- video game
- TRIZ
- cognitive task analysis
- interdisciplinary research
- education
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