Learning computing heritage through gaming – whilst teaching digital development through history
teaching and learning
G440 Human-computer Interaction
MetadataShow full item record
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.
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.
PublisherBritish Computing Society
TypeConference papers, meetings and proceedings
The following license files are associated with this item:
- Creative Commons
Except where otherwise noted, this item's license is described as http://creativecommons.org/licenses/by-nc-nd/4.0/