Immersive technologies such as virtual environments and augmented reality have a clear potential to support the experiencing of cultural heritage by the large public, complementing the current tools and practices based on tangible goods such as museums, exhibitions, books and visual content. Serious games-videogames designed for educational objectives-appear as a new tool to learn cultural content in an engaging way. In this paper, we will provide an extensive portrait of the current proposition of serious games in the cultural sector, highlighting the educational objectives of games in this domain and analysing the complex relations between genre, context of use, technological solutions and learning effectiveness. We finally identify and discuss the most significant challenges in the design and adoption of educational games in cultural heritage. 1. Research aims This paper aims at providing the state-of-the-art of serious games in the humanities and heritage field, highlighting the educational objectives of games in this domain and analysing the complex relations between genre, context of use, technological solutions and learning effectiveness.
Nous présentons un projet pédagogique universitaire transversal distribué dans le temps et entre de nombreux acteurs enseignants et étudiants. Ce projet quoique cadré et formalisé, laisse une grande part à la créativité, à l’innovation et à l’émergence d’une organisation participative équipée et rendue possible par le recours à différentes technologies numériques. Nous mobilisons le concept d’hétérotopie et prenons appui sur une approche communicationnelle de l’organisation, pour caractériser les dynamiques, le travail et les habiletés infocommunicationnelles des collectifs à l’œuvre dans la construction de cette hétérotopie. Nous développerons plus particulièrement la figure des passeurs organisationnels, essentiels à la construction, l’équipement et la stabilisation de l’hétérotopie.
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