A SERIOUS GAME FOR THE ENHANCEMENT OF LEARNING. A CASE OF STUDY IN CALVELLO (Potenza) (original) (raw)

Immersive and participatory serious games for heritage education, applied to the cultural heritage of South Tyrol

2019

Heritage education is an activity that is increasingly present in the educational curricula of schools and museums. Cognitive mechanisms and Representation devices must be thoroughly analysed and designed in order to promote the creation of didactic paths to foster effective learning experiences. Immersive visualization technologies are well suited for gamification applications and the technological and economic accessibility of VR HMD (head-mounted display) viewers makes these technologies particularly attractive for the development of potentially more widespread methodologies. This article will describe an educational path, and the relative experimentation, on the cultural heritage focused on the production of the typical bread of the Val Pusteria area and the rural life around it. The project was aimed at primary school children and was based on a serious game in Virtual Immersive Reality.

Learning cultural heritage by serious games

Journal of Cultural Heritage, 2014

Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games-videogames designed for educational objectives-appear as a new tool to learn cultural content in an engaging way. In this paper, we will provide an extensive portrait of the current proposition of serious games in the cultural sector, highlighting the educational objectives of games in this domain and analysing the complex relations between genre, context of use, technological solutions and learning effectiveness. We finally identify and discuss the most significant challenges in the design and adoption of educational games in cultural heritage. 1. Research aims This paper aims at providing the state-of-the-art of serious games in the humanities and heritage field, highlighting the educational objectives of games in this domain and analysing the complex relations between genre, context of use, technological solutions and learning effectiveness.

Teaching history and bringing the past back to life with serious games

15th European Conference on Game Based Learning, ECGBL 2021, 2021

Serious games are often characterised as being games developed and used for educational or non-entertainment purposes. The academic literature is saturated with definitions and developed games surrounding the concept. Despite this, there is a lack of quality meta-analytical and longitudinal analysis studies associated with use of serious games. One area where serious games have pedagogical potential is in teaching historical subjects and in displaying historical artefacts. Serious games, combined with evolving 3D modelling techniques and Virtual Reality (VR) capabilities can replicate historical events, artefacts, and environments. The creation of a serious game or even virtual museum that informs individuals about the past have the potential to provide a sense of historical realism or immersion. In the context of Covid-19 and the current global impact to the tourist industry, the application of serious games for such purposes has undoubted significance. This paper reviews the acade...

Serious Games at the Service of Cultural Heritage and Tourism

Recent advances in contemporary technologies have greatly affected everyday life. In the field of cultural heritage, ICT (Information Communication Technologies) have enabled applications for the thorough multi-dimensional geometric documentation and consequently for the realistic visualization of monuments and artifacts. At the same time the driving force of technology is the game industry. Games and especially Serious Games can be put at the service of cultural heritage, education and tourism exploiting the aforementioned advances and especially the textured three dimensional models. They constitute an attractive platform enabling people to get acquainted with the heritage treasures and get motivated to visit the place and admire the treasures live. In this paper this technological merger is explained and three interconnected applications are presented in order to prove the concept through these implementations. They concern the development of Serious Games for an archaeological site, which aim at the trivial or more specialized information dissemination about that site, while familiarizing the prospect visitor with the environment and the monuments of the site offering the possibility of virtually visiting them. Moreover the development of a virtual museum within a game development environment is presented, which provides the possibility to learn about each exhibit, but also it offers the opportunity to the user to closely examine the exhibits through rotating their three dimensional models. All these examples use realistic models produced for documentation purposes, which convey the real impression of the monuments visualized to the user

Enhancing Visitors' Experience - A serious game for museum environment

Proceedings of the International Conference on Education and New Learning Technologies, 2010

In this paper we present the project of developing a digital educational game for the German Maritime Museum Bremerhaven (GMMB). The game is related to the main exhibit " Hanseatic Cog " and the medieval exhibition about " Hanseatic Times ". The goals of the project are not only to enhance museum visitors' experiences by making them aware of certain exhibits, stimulating them to explore the environment and offering them new information, but also to gather knowledge about integrating serious games beyond the limits of the private sphere. Not only typical problems of serious games had to be solved, i.e. making the play an engaging and educational experience, but also specific demands of the museum regarding the time available for the visit, the flow and number of visitors, information displayed and duration of the game had to be taken in to consideration. In order to increase " fun " during the play, we chose an explorative game type of " learning by acting " (action learning). In the role of a sailor and trader, the player has to apply his acquired knowledge by acting in the game rather than just answering simple quiz questions. However, sometimes quizzes were necessary during certain parts of the play in order to make information explicit and faster to be grasped. In several development cycles, game prototypes were tested by school children also inside the museum and optimized according to the evaluation results. The results of the usability tests showed that an educational game for a museum context needs to be highly self-explaining, using clear instructions and clear metaphors. After testing the final prototype, we are confident that it engages visitors for the exhibition topic and improves learning effects.

Serious Games for Cultural Applications

2011

This paper presents a serious game for cultural heritage and in particular for museum environments focusing on the younger generation. The aim of the game is to solve a treasure hunt scenario by collecting medieval objects that used to be located in and around the Priory Undercroft. Located in the heart of Coventry, UK, the Priory Undercrofts are the remains of Coventry’s original Benedictine monastery, dissolved by Henry VIII. Initial user testing demonstrated the potentials of serious games for education in museum environments. Game has been created using innovative aspects as far as 3D content reconstruction is concerned as well as educational scenarios. Thus, the main contribution of this paper lies in the direction of accelerating 3D reconstruction by combining computer vision tools and on the educational dimension of the developed game. In addition, artificial intelligence tools are adopted for conducting the plot of the game.

Exploring the Educational Power of Serious Games

In this chapter, the authors present a review of the state of the art of research carried out over the last few years aimed at a deeper analysis of the educational uses of serious games. In this endeavour, they examined a sample of the scientific work generated between 2008 and 2010 from three sources: Biblioteca do Conhecimento Online, Google Scholar, and the database Edit Lib belonging to the Association for the Advancement of Computing in Education (ACCE). As a result of this process of analysis and synthesis, the authors present the main lines of research carried out in this field of work and propose a research agenda in order to improve the educational power of edutainment.

A serious game to foster historical heritage memory

This project objectives are to promote the creation of digital games as innovative products aligned to the content and new media industry, related to activities linked to cultural and historic heritage site in the south of Brazil. To achieve these goals were created innovative digital products, which applies advanced interaction devices, targeted to young students.

Serious Games for education and training

International Journal of Serious Games, 2014

Serious Games (SGs) are gaining an ever increasing interest for education and traning. Exploiting the latest simulation and visualization technologies, SGs are able to contextualize the player’s experience in challenging, realistic environments, supporting situated cognition. However, we still miss methods and tools for effectively and deeply infusing pedagogy and instruction inside digital games. After presenting an overview of the state of the art of the SG taxonomies, the paper introduces the pedagogical theories and models most relevant to SGs and their implications on SG design. We also present a schema for a proper integration of games in education, supporting different goals in different steps of a formal education process. By analyzing a set of well-established SGs and formats, the paper presents the main mechanics and models that are being used in SG designs, with a particular focus on assessment, feedback and learning analytics. An overview of tools and models for SG desi...

Game-Based Learning in Museums—Cultural Heritage Applications

Information, 2019

As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.