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The cat and the coup game
The cat and the coup game













The four-fold table consists of the dimension of a researcher's comprehensive/applied goal-attainment and the dimension of the internality/externality of history and cultural heritage in regard to the digital game cultural context. We introduce a four-fold table regarding the relationship between cultural heritage (or history) and digital technology. In this article we suggest an approach of internal and external cultural heritage of games cultures. This article draws inspiration from ideas on media archaeology and the cultures of history. For decades, the changes and new continuities in both mediated content and the technology of mediation were mostly hidden in the shadow of educational goal-attainment. These products, including types such as multimedia shows, games, Web sites, and online course environments, are targeted at juvenile audiences, who are typically considered to be the primary users of such new media forms. Digital technology has been understood as merely an apparatus that can be utilized for transferring nondigital historical content to novel digital products. It will help serious game designers, museum educators and educational practitioners to make decisions regarding the choice of game type, customization and content design to support informal learning in the specific context of museum educational activities.ĭigital gaming and digital technologies have their own unique cultural history while at the same time, the cultural heritage of digital technology is emerging. This study presents the first meta-analysis of research in this emergent multidisciplinary field. The study concludes with observations and a conceptual map of the design of serious games for museums. These are followed by matching these educational roles with published reports of the use of serious games within museums. The research design presented in this study is based on a meta-analysis research design that consists of a critical literature review, a multi-matrix representation of findings of the literature review and a conceptual visualization of the multidisciplinary area of the usage of serious games in support of educational roles in museums.Ĭlear and detailed categorizations of educational roles and serious games types for informal learning are presented. The meta-analysis focuses on the specific context of informal learning in museums.

the cat and the coup game

The analysis is based on a critical literature review that maps educational roles of museums against serious educational games used in support of those roles. This study aims to present a meta-analysis of the use of serious educational games in museums.















The cat and the coup game