Learning computing heritage through gaming – whilst teaching digital development through history

2.50
Hdl Handle:
http://hdl.handle.net/10547/622042
Title:
Learning computing heritage through gaming – whilst teaching digital development through history
Authors:
Wood, Jim; Liu, Haiming; Briggs, Thomas
Abstract:
This paper analyses the potential of computer games and interactive projects within the learning programmes for cultural heritage institutions through our experiences working in partnership between higher education and a museum. Gamification is cited as a key disruptive technology for the business and enterprise community, and developments in games technology are also driving the expansion of digital media into all different screen spaces, and various platforms. Our research aims to take these as beneficial indicators for pedagogic development, using gaming to support knowledge transfer related to a museum setting, and using the museum as a key scenario for our students to support the practice of game development. Thus gamification is applied as both a topic and a methodology for educational purposes.
Affiliation:
University of Bedfordshire; Bletchley Park Trust Museum
Citation:
Wood J, Liu H, Briggs T (2016) 'Learning computing heritage through gaming – whilst teaching digital development through history', Conference on Electronic Visualisation and the Arts - London.
Publisher:
British Computing Society
Issue Date:
14-Jul-2016
URI:
http://hdl.handle.net/10547/622042
DOI:
10.14236/ewic/EVA2016.47
Additional Links:
http://ewic.bcs.org/content/ConWebDoc/56289
Type:
Conference papers, meetings and proceedings
Language:
en
Appears in Collections:
Computing

Full metadata record

DC FieldValue Language
dc.contributor.authorWood, Jimen
dc.contributor.authorLiu, Haimingen
dc.contributor.authorBriggs, Thomasen
dc.date.accessioned2017-03-02T13:41:19Z-
dc.date.available2017-03-02T13:41:19Z-
dc.date.issued2016-07-14-
dc.identifier.citationWood J, Liu H, Briggs T (2016) 'Learning computing heritage through gaming – whilst teaching digital development through history', Conference on Electronic Visualisation and the Arts - London.en
dc.identifier.doi10.14236/ewic/EVA2016.47-
dc.identifier.urihttp://hdl.handle.net/10547/622042-
dc.description.abstractThis paper analyses the potential of computer games and interactive projects within the learning programmes for cultural heritage institutions through our experiences working in partnership between higher education and a museum. Gamification is cited as a key disruptive technology for the business and enterprise community, and developments in games technology are also driving the expansion of digital media into all different screen spaces, and various platforms. Our research aims to take these as beneficial indicators for pedagogic development, using gaming to support knowledge transfer related to a museum setting, and using the museum as a key scenario for our students to support the practice of game development. Thus gamification is applied as both a topic and a methodology for educational purposes.en
dc.language.isoenen
dc.publisherBritish Computing Societyen
dc.relation.urlhttp://ewic.bcs.org/content/ConWebDoc/56289en
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectgamificationen
dc.subjectinteractive experiencesen
dc.subjectdigital technologiesen
dc.subjectmuseumsen
dc.subjectteaching and learningen
dc.subjectG440 Human-computer Interactionen
dc.titleLearning computing heritage through gaming – whilst teaching digital development through historyen
dc.typeConference papers, meetings and proceedingsen
dc.contributor.departmentUniversity of Bedfordshireen
dc.contributor.departmentBletchley Park Trust Museumen
dc.date.updated2017-03-02T13:30:13Z-
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