Please use this identifier to cite or link to this item:
http://elea.unisa.it/xmlui/handle/10556/6084Full metadata record
| DC Field | Value | Language |
|---|---|---|
| dc.date.accessioned | 2022-05-19T16:41:43Z | - |
| dc.date.available | 2022-05-19T16:41:43Z | - |
| dc.description.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. | it_IT |
| dc.language.iso | en | it_IT |
| dc.rights | CC BY 4.0 | it_IT |
| dc.relation.ispartofjournal | Magazén | it_IT |
| dc.identifier.citation | 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 | it_IT |
| dc.title | The Use of Serious Games as an Educational and Dissemination Tool for Archaeological Heritage Potential and Challenges for the Future | it_IT |
| dc.source | UniSa. Sistema Bibliotecario di Ateneo | it_IT |
| dc.contributor.author | Mariotti, Samanta <Università di Siena> | - |
| dc.date.issued | 2021 | - |
| dc.identifier.uri | http://elea.unisa.it:8080/xmlui/handle/10556/6084 | - |
| dc.identifier.uri | http://dx.doi.org/10.14273/unisa-4176 | - |
| dc.type | Article | it_IT |
| dc.format.extent | P. 119-138 | it_IT |
| dc.identifier.doi | 10.30687/mag/2724-3923/2021/03/005 | it_IT |
| dc.identifier.e-issn | 2724-3923 | it_IT |
| dc.subject | Archaeology | it_IT |
| dc.subject | Digital technologies | it_IT |
| dc.subject | Game-based learning | it_IT |
| dc.subject | Edutainment | it_IT |
| dc.subject | Serious games | it_IT |
| dc.subject | Heritage enhancement | it_IT |
| dc.subject | Public engagement | it_IT |
| dc.publisher.alternative | 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 | it_IT |
| Appears in Collections: | Contributi in rivista / Contributions in journals and magazines | |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| Mariotti- The Use of Serious Games as an Educational and Dissemination ...pdf | Mariotti- The Use of Serious Games as an Educational and Dissemination .. | 486.44 kB | Adobe PDF | View/Open |
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