Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review

Otros/as autores/as

University of the Aegean

Universitat Oberta de Catalunya (UOC)

Fecha de publicación

2018-05-16T09:15:44Z

2018-05-16T09:15:44Z

2016-09-23



Resumen

Integrating game-based approaches with learning constitutes a prevailing trend in education and training, applied in several domains, one of which is cultural heritage. The present paper attempts a literature review of such approaches developed in the cultural domain. It analyzes 34 games which intend to enable a physical or virtual interaction with a cultural place and its objects. The article focuses, first, on the game genres and game plots used to cope with cultural content and then it investigates the contexts of use in which games for culture are applied and the social relationships they create. Finally, given the need for a better understanding of games effectiveness for learning and training, we examine the reported outcomes of the reviewed games.

Tipo de documento

Artículo


Versión presentada

Lengua

Inglés

Publicado por

Computer and Education

Documentos relacionados

Computers and Education, 2017, 108()

https://doi.org/10.1016/j.compedu.2017.01.007

Citación recomendada

Malegiannaki, I. & Daradoumis, T. (2017). Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review. Computers and Education, 108(), 1-10. doi: 10.1016/j.compedu.2017.01.007

0360-1315

10.1016/j.compedu.2017.01.007

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