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The Use of Serious Games as an Educational and Dissemination Tool for Archaeological Heritage

Potential and Challenges for the Future

Samanta Mariotti    Università di Siena, Italia    

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abstract

In the last decades, digital technologies have pervaded every aspect of the production of archaeological knowledge and they have been massively used to communicate the past. This contribution analyses the potential and benefits of serious games as they appear a promising tool for engaging the users in active learning of cultural contents, for attracting new audiences and promoting knowledge and awareness around archaeological heritage. Moreover, the need for multidisciplinary collaborations between archaeologists and developers and the necessity of assessment studies on learning levels to implement their effectiveness will be highlighted.

Subtags: Technology|3d data|Participation|Visualisation|Geo-referenced data|Modelling|Environment|Born digital artefacts|Monuments|Audio-visual data

Published
June 30, 2021
Accepted
May 5, 2021
Submitted
Jan. 13, 2021
Language
EN

Keywords: EdutainmentPublic engagementGame-based learningArchaeologyDigital technologiesSerious gamesHeritage enhancement

Copyright: © 2021 Samanta Mariotti. This is an open-access work distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction is permitted, provided that the original author(s) and the copyright owner(s) are credited and that the original publication is cited, in accordance with accepted academic practice. The license allows for commercial use. No use, distribution or reproduction is permitted which does not comply with these terms.