Educational games appear as a new tool for learning cultural content in an engaging way. The applications with augmented reality in virtual environments are able to support the experience of cultural heritage, overcoming the “tangibility” barriers of museums, exhibitions, books and audio-visual content. We intend to provide a unified view regarding the game genres used to profitably manage the contents of cultural heritage, highlighting the training objectives of the games in this sector and analyzing the complex relationships between gender, context of use, technological solutions and learning effectiveness as well as the identification of the most desirable features for the design phase.
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|Titolo:||Educational games for cultural heritage|
|Data di pubblicazione:||2019|
|Appare nelle tipologie:||4.1 Contributo in Atti di convegno|