This paper aims to provide a framework for creating and analyzing cultural heritage games, with the intention of maximizing players’ cognitive, emotional, and behavioral engagement with digital heritage. To achieve this, a set of game design characteristics was identified through semi-structured interviews with experts (n = 16) and subsequently validated through a discussion with university students (n = 19). Grounded theory was then applied to the comments of the experts to create a framework of ten fundamental characteristics, divided into three dimensions: cognitive, emotional, and behavioral. Additionally, an assessment of the literature was conducted to explain and support the inclusion of each game component.
PurposeThe purpose of this study was to analyze the state of mobile game-based learning in the field of cultural heritage education.Design/methodology/approachA bibliometric methodology based on scientific mapping and an analysis of co-words was used. The scientific production on this field of study indexed in Scopus was analyzed. The analysis included a total of 725 publications.FindingsThe results show that the National Research Council of Italy is the institution with the highest volume of production. Among the journals, the Journal on Computing and Cultural Heritage stands out. In addition, in the analysis of the structural and thematic development of co-words, a low percentage of keyword matching was observed. The research is currently mainly oriented to pedagogical methods, especially game-based learning, gamification and the use of serious games, although these are not the only trends in this field. Research is also focusing on virtual reality, augmented reality, and mixed reality.Originality/valueThis work is an exploratory and novel study that analyzes the publications to date on mobile game-based learning in cultural heritage education. In theoretical terms, this can serve as support so that other researchers interested in this field can access the information highlighted in this work. From a practical perspective, this work will contribute to the promotion of new innovative actions in cultural heritage education to satisfy the demands of a learning group increasingly familiar with games technology.
RESUMENEl valor educativo del Patrimonio Cultural es un hecho cada vez más reconocido, sin embargo su tratamiento curricular en las diferentes etapas educativas es prácticamente anecdótico. Esta realidad provoca que en su formación inicial los maestros/as del Grado de Educación Primaria encuentren dificultades para lograr el aprendizaje significativo de los contenidos de la materia "Patrimonio Histórico y Cultural y su Didáctica". En este trabajo mostraremos una propuesta metodológica cuyo objetivo ha sido facilitar a los alumnos/as, desde la calidad y la innovación, la enseñanza-aprendizaje de la materia citada en la que hemos utilizado como metodología la observación directa y el trabajo por proyectos, complementada con la utilización de la WebQuest como estrategia didáctica. PALABRAS CLAVE:Patrimonio Cultural, WebQuest, Innovación, observación directa, experiencia docente. ABSTRACTThe educational value of Cultural Heritage is an increasingly recognized. However its curricular treatment in different educational stages is almost anecdotal. This reality means that in their initial training teachers / as Grade Primary Education encounter difficulties achieves meaningful learning of the contents of the subject "Historical and Cultural Heritage and Teaching". In this work we show a methodology whose objective was to provide students / as, from the quality and innovation, teaching and learning of the subject cited in methodology we used as direct observation and project work, complemented by the use of the WebQuest as a teaching strategy.
Tiempo histórico, longuée durée y sistema-mundo en la Enseñanza Secundaria: una didáctica de las teorías de Wallerstein y Braudel. Jorge Velasco Baleriola El conocimiento de la historia local a través de los principios científico-didácticos: la conquista de Illora y su organización señorial. .. José Antonio Jiménez López El reino de Granada tras la incorporación a Castilla en los manuales de Bachillerato andaluces .
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.