3,924 research outputs found

    Exploring Archaeological Parks by Playing Games on Mobile Devices

    Get PDF
    Explore! is an m-learning system that combining e-learning and mobile computing allows middle school students to interact with learning materials in different ways while playing a game in an archaeological park. Design is based on user-centred and participatory approaches. The evaluation of Explore! through systematic field studies has shown that it is able to transform the visit to archaeological parks into a more complete and culturally rich experience. Thanks to the generality of the software infrastructure, games to be played in different parks can be easily created; to this aim, an Authoring Tool to be used by history experts and/or teachers has been developed

    Rethinking the role of ICTs - Digital transformation and Culture enjoyment continuity

    Get PDF
    This document will analyse recent trends and evolution of the use of ICTs in the field of cultural heritage from a different standpoint, the service provision in the age of digital transition and pandemic. The initial focus is on the usual approach in the field of goods, proper design to elicit a positive feeling by potential customers. Recently a new type of good has been identified, service. Services grown up incredibly in the pandemic, goods delivery, food delivery, and more. So, thinking at services like a good we must design them to better the appreciation by customers as since the early XX century the people did with objects and merchandise. Appling the same approach to digital services a design phase is required together with all the different components that will provide a positive feedback from the user, this means to deal with interaction design, user centred approach, usability guidelines and the overall concept of positive user experience. Recent trends and reborn technologies like the path from edutainment to serious games and gamification, the new approach to immersive interactive technologies in a nonintrusive format. Last but relevant the need to take the momentum to ensure the culture enjoyment continuity in case of crisis

    Communicating the Past in the Digital Age: Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12-13 October 2018)

    Get PDF
    Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching and communicating archaeology as a discipline. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more

    Perception of young generation on the importance and performance of gamification in tourism

    Get PDF
    Gamification is not a new concept introduced, it has been implemented not only in tourism industry but also in others field including education, business and marketing campaign and health sector. Games and entertainment centres is fun, excitement and experience industry as people are looking to more than just consoles and mobile apps for entertainment. With the fast growing of technology used, gamification seen suddenly boosted and became a trend due to millennial and gen z who seek for adventure and gamified experiences. In fact, the fundamental changes is gaming experiences have been extended into real world, and are potentially available at any place and any time. Thus, with using six principle perspective on motivational mechanisms with gamification, this study aimed to evaluate the perception of young generation on the importance and performance of gamification in tourism. A total of 99 respondents have been selected through purposive sampling technique where most of them are from young generation who born between the early 1980s and 1990s. The findings shows that young generation perceived the perspective of interest traits is the most crucial elements in gamification. This generations highly attracted towards the gamification activities due to indication of clear goals and worth rewards. Therefore, this study contributed knowledge and information to the tourism stakeholders that young generation has high tendency attracted into gamification activities while travelling to a particular destination

    Clavis Aurea : An Augmented Reality Game for the Teaching of Local History

    Full text link
    The aim of this study was the design, development, and evaluation of an Augmented Reality game to teach students about the local history of a Greek island. Design-based research served as the foundation of this study’s methodology. Experts in ICT in education, teachers with knowledge of the local history and primary education students participated in the evaluation of this study. The results of the evaluation showed that the game presents satisfactory levels of usability and that its content is compatible with the island’s local history. Among the factors influencing its use by students were internet connectivity, the large number of visitors at the archaeological site where the game was played, and the problem of coordinating the student groups
    • …
    corecore