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Learning Computing Heritage through Gaming – whilst teaching digital development through history
Author(s) -
Jim Wood,
Haiming Liu,
Thomas H. Briggs
Publication year - 2016
Publication title -
electronic workshops in computing
Language(s) - English
Resource type - Conference proceedings
ISSN - 1477-9358
DOI - 10.14236/ewic/eva2016.47
Subject(s) - key (lock) , general partnership , cultural heritage , computer science , multimedia , knowledge management , political science , computer security , law
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.

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