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Educational interactive technologies are placed in museums to enhance the visitor experience. Great time and money and hard work hours are spent to design, develop and deploy these systems. But do these systems actually achieve their pedagogical goals? Do they contribute to greater effectiveness and user experience (UX)? In this article we report the use of the technological attraction "Adventure in the Solar System", from the Catavento Cultural Museum, in São Paulo, Brazil. The attraction simulates an adventure in space through a spaceship composed of collaborative games designed to teach about astronomy, physics and mathematics. 129 students participated in this empirical study and were classified into three groups (ESI - Elemental Scholl I; ESII - Elemental Scholl II; HS - High Scholl), all aged between 7 and 16 years. The main objective of the study was to analyze learning performance and user experience (UX). The results showed that there were no statistically significant results betwen groups, but higher proportions of positive scores were observed in the ESII and SH groups. Regarding the user experience, ESI and ESII presented more expressive results than SH. The main results are discussed and ideas for future research are presented.
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