Title:
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THE PAC-PAC AUTHORING ENVIRONMENT FOR GAME
DESIGN TEACHING: TWO LEARNING EXPERIENCES
COMPARED |
Author(s):
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Raffaele Argiolas, Sara Cuccu and Andrea Piano |
ISBN:
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978-989-8704-31-3 |
Editors:
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Katherine Blashki |
Year:
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2021 |
Edition:
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Single |
Keywords:
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Cultural Heritage, Game Authoring Tool, Learning |
Type:
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Full |
First Page:
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180 |
Last Page:
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187 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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Video games are part of ordinary life for many people, with a noticeable effect on the way of thinking, acting, and
learning. In addition, it appears that video games have a great potential to communicate and teach specific knowledge, by
designing experiences that could lead to desired learning outcomes. This was proved also in communicating the values of
cultural heritage, both material and immaterial, and in increasing the interest in physical places where videogames are set.
The representation of reality and real places in video games is a topical theme. In fact, the accuracy in the representation
of a real place is not a supplementary value, but it can make the difference in the choice of a video game.
The contribution proposes a digression on the use of a new unreleased tool in two learning events related to heritage. The
tool and the events are parts of a research, aiming to explore the potential of first-person cinematographic video games as
support for cultural and environmental heritage promotion. Analysed events differ in many aspects, including learner
categories, spatial and temporal organization, and finally the social condition in which the events were held. The first one
was held in attendance, before the Covid-19 pandemic, and the other in a period of strong mobility restrictions, as an
online experience. |
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