Utilizza questo identificativo per citare o creare un link a questo documento: http://elea.unisa.it/xmlui/handle/10556/6084
Titolo: The Use of Serious Games as an Educational and Dissemination Tool for Archaeological Heritage Potential and Challenges for the Future
Autore: Mariotti, Samanta <Università di Siena>
Parole chiave: Archaeology;Digital technologies;Game-based learning;Edutainment;Serious games;Heritage enhancement;Public engagement
Data: 2021
Editore: S. Mariotti, The Use of Serious Games as an Educational and Dissemination Tool for Archaeological Heritage Potential and Challenges for the Future, «Magazén», 2, 2021, n. 1, pp. 119-13
Citazione: Samanta Mariotti, The Use of Serious Games as an Educational and Dissemination Tool for Archaeological Heritage Potential and Challenges for the Future, «Magazén», 2, 2021, n. 1, pp. 119-138
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.
URI: http://elea.unisa.it:8080/xmlui/handle/10556/6084
http://dx.doi.org/10.14273/unisa-4176
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