Oyun Tabanlı Öğrenme İle Dijital Mirasın Yaygınlaştırılması

Güzden VARİNLİOĞLU, Gazihan ALANKUŞ, Ali ASLANKAN, Gökhan MURA

Abstract


In this study, serious game is conceptualised as a digital medium to convey archaeological knowledge into playable interactions. Our case study to present and discuss this conceptualisation is based on the ancient city of Teos. This paper discusses and presents the initial stage of the Digital Teos Project, an interdisciplinary research investigating and digitally animating the excavation area, including a static public setup in the excavation site, and augmented immersive revisit through VR devices and a mobile game application. Within the scope of this paper, our focus is on the Teos of Dionysos game, a mobile platform puzzle game. A mythological story about the God Dionysos has been verbally and visually transcribed and adapted for four distinctive architectural settings of this ancient site. The familiar realm of an interactive space, navigated by intuitive behaviours in a game setting, conveys archaeological data, allowing players to build an empathic understanding of ancient architecture. Stakeholders have already tested a mobile game prototype in a workshop, which explored whether those without a prior historical background can advance their existing knowledge through activities that aim at providing entertainment. Besides the game convention of fun and curiosity, this game has a multidimensional objective of raising awareness on the archaeological site, historical background, mythological stories with educational and instructive aspects. This pedagogical challenge is also an opportunity for new methods of creating and distributing accumulated/novel knowledge. We believe that game-based learning (GBL) can significantly enhance learning for a multitude of users from different educational backgrounds, and do so in diverse application domains.



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DOI: http://dx.doi.org/10.4305/metu.jfa.2018.2.9

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