scholarly journals Game-Based Learning in Museums—Cultural Heritage Applications

Information ◽  
2019 ◽  
Vol 11 (1) ◽  
pp. 22 ◽  
Author(s):  
Marijana Ćosović ◽  
Belma Ramić Brkić

As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.

2021 ◽  
Author(s):  
◽  
Rashidah Bolhassan

<p>The importance of indigenous knowledge is receiving increasing recognition. Some cultural institutions (CI) are responsible for safeguarding indigenous knowledge and they acquire, document, and record works and images of indigenous knowledge which are contained or embedded in the intangible cultural heritage (ICH) of their indigenous communities such as songs, rituals, arts, and medical wisdom. These items of ICH become ‘knowledge objects’ or ‘representations of knowledge’ when documented, which are unlikely to represent the indigenous people's knowledge holistically. Indigenous knowledge embedded in the ICH requires interpretations of the processes, rituals, experiences and practices from the indigenous communities.  This interpretivist study, using a knowledge management (KM) lens, examined the knowledge sharing processes of the indigenous people of Sarawak, Malaysia, to understand the nature of indigenous knowledge and knowledge sharing from the perspectives of the indigenous people of Sarawak, in order to assist Sarawak’s cultural institutions in safeguarding their ICH.  This research used narrative inquiry as a research methodology, acquiring stories from two clusters of participants, purposively selected from three ethnic groups and from cultural institutions in Sarawak’s Civil Service. This study used a knowledge management perspective in analysing the findings. The findings on the nature of indigenous people’s knowledge highlight a three-tiered knowledge system. The findings on the CIs’ safeguarding efforts elucidate the gap in the management of the CIs’ organizational knowledge on safeguarding.  This study makes several important contributions. First, it contributes to the literature about the cultural protocol requirements of the indigenous people of Sarawak before they can share their knowledge. Secondly, this study elucidates the indigenous people’s knowledge as a three-tiered system which influences the people’s knowledge sharing ways. This system can be used to guide the CIs’ practices of safeguarding ICH. The third contribution of this study is that it expands our understanding of the complexity of indigenous knowledge, and creates a conceptual model to aid and guide this understanding. Fourth, this study also contributes towards a greater understanding of the importance of the CIs including the indigenous peoples in the safeguarding practices in order to avoid the decontextualization of the ICH. Thus, this study confirms the importance of the participation of the indigenous people in the CIs’ practice of safeguarding ICH.  Another contribution of this study, based on its findings, is the adaptation of three elements of a KM spectrum (Binney, 2001) for the CIs’ KM approach in managing their organizational knowledge on safeguarding ICH.</p>


2021 ◽  
Vol 4 ◽  
pp. 223-244
Author(s):  
Milena Lyubenova ◽  

The focus of this text is the masquerade tradition in central-west Bulgaria and activities related to its safeguarding and promotion. The essence of the survakar games in the Pernik Region is described, as well as its significance in traditional culture and its contemporary manifestations. The games with masks in the region are performed on the Surva feast day (14 January; also St. Basil’s Day according to the Julian calendar). The text notes the importance of the custom in the local community’s traditional culture. The main characters in the survakar groups, which are typical of both the past and the present, are presented, as are some new phenomena related to the feast. The tendencies in the context of the dynamics and events of the twentieth century are outlined, thanks to which the masquerade tradition has maintained its vitality until the present day. Some processes that have threatened the vitality of these masquerade games in the past are considered. Various local activities related to the safeguarding of the tradition are presented. The role of the community is important for the transmission of cultural practice to future generations, as is the role of local cultural institutions and organizations in preserving the tradition. Some ways of popularizing the local heritage and the joint work of the main actors engaged in safeguarding the region’s intangible cultural heritage today are emphasized.


Author(s):  
Shahnaz Kamberi

This chapter outlines how and why virtual worlds are the best gaming environments for female game players. It explores strategies for utilizing this information to provide a mass multiplayer online game environment to improve the negative perceptions of computer science and programming by teenage girls. The author shares insights from a case study involving workshops, utilizing a 3D virtual world called Gamher World to teach Java programming to forty-nine 13- to 17-year-old girls. The chapter concludes with recommendations for using virtual worlds to improve the methods used to introduce STEM to girls.


Author(s):  
Dimitrios Margounakis

This chapter analyzes the computational methods used for recreating virtual worlds from the past. Terms, like photogrammetry, rendering and digital elevation models, are introduced and explained. The collaboration between archaeologists and computer graphics designers has to offer a lot to the wide spreading of cultural heritage by using innovative and appealing 3D technologies. In Section 1, several possible applications of virtual reconstructions in archaeology are discussed. Section 2 presents the methods and techniques for recreating a virtual world, while Section 3 mentions some examples and related work on the field from literature.


2013 ◽  
Vol 4 (9) ◽  
pp. 174 ◽  
Author(s):  
Carlos Vaz de Carvalho ◽  
Pedro M. Latorre Andrés ◽  
Francisco José Serón Arbeloa

<p>“Serious games” can be defined as (digital) games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network) will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding) consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.</p>


2019 ◽  
Vol 4 (7) ◽  
pp. 176-181
Author(s):  
LALI GIGAURI ◽  
EKA DEVIDZE

The article offers an alternative innovative approach to tourism product (Intangible Cultural Heritage-based) development in Georgia. As the trends of global travel market assume, increasingly demanded products become the ones offering unique and profound cultural experience, deep emotions and feelings that derive from a participation in the authentic cultural activity. The study suggests to explore and further promote Georgian intangible cultural heritage for the purpose of supporting better representation of regions of Georgia in tourist offers, creating ,,Niche” products, raising awareness and increasing self-involvement in the process.


Author(s):  
H. Yang

Intangible Cultural Heritage (referred to as ICH), whose fundamental nature different from the tangible cultural heritage is "Intangible", and the related physical presence of the heritage is not the core content. Digital means have irreplaceable advantages in recording intangible and dynamic ICH resources, while it also needs flexible and rigorous recording means as a support, thus striving to maximize resources recording and protection. This article will focus on the pros and cons about the digital recording of ICH, and preliminarily discuss some strategies used in the process of recording.


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