A serious game model for cultural heritage

Author:

Bellotti Francesco1,Berta Riccardo1,De Gloria Alessandro1,D'ursi Annamaria1,Fiore Valentina1

Affiliation:

1. ELIOS Lab, DITEN, University of Genoa, Genova, Italy

Abstract

Serious games present a promising opportunity for learning, but the genre still lacks methodologies and tools for efficient and low-cost production, particularly for teacher and domain experts. This article gives an authoring framework that aims to provide structured support, from content design to final implementation. In particular, we have abstracted a conceptual model—the SandBox Serious Game - which relies on a generalization of task-based learning theory. The model invites players to perform cognitive tasks contextually while exploring information-rich virtual environments. We consider it particularly suited for cultural heritage entertainment applications. The model defines games that are set in realistic virtual worlds enriched with embedded educational tasks, which we have implemented as minigames. This approach simplifies the authoring work, which can easily be supported by visual authoring tools for ontology-based urban 3D modeling and implementation tasks, thus allowing an approach similar to the mind-maps concept. We propose a top-down methodology for content preparation, starting from a city-level analysis down to the single points of interest and associated tasks, which are instances of simple predefined minigame/quiz typologies. We provide examples and discuss criteria for selecting task typologies according to the authors' cognitive targets. Finally, we discuss the results of a user test, which took place in a lab, aimed at verifying the acquisition of cultural heritage knowledge in a pleasant and engaging way. Games appear particularly suited for supporting the study of images, especially of iconography. Compared to reading text, a game forces the player to focus more strongly on problems, which favors knowledge acquisition and retention. Learning complex concepts requires an investigative attitude, which can be spurred by well-designed games. Good design involves usability, graphic appeal, appropriate content, and the presence of connections which a player must discover in the content. Players should be asked to pay attention to and reason about their whole game activity - including the relationships between the game content, the brief introduction, and concluding texts. More comprehensive tests are needed to better investigate the educational effectiveness—however, the first results are promising, especially in terms of user motivation and creation of new opportunities for learning about CH.

Funder

Seventh Framework Programme

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design,Computer Science Applications,Information Systems,Conservation

Cited by 69 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3