The Role of the Educational Multimedia Games to Build Lasting Interest among Young People in the Cultural and Historical Heritage
DOI:
https://doi.org/10.55630/dipp.2019.9.13Keywords:
Digital Technology, Multimedia Literacy, Cultural and Historical Heritage, Virtual Reality, Computer GamesAbstract
At present we are witnessing the growth of an entirely digital generation. Young people who, from a very early age, use a computer or tablet and are strong supporters of computer games, can be successfully inspired using that same technologies to love and preserve the cultural and historical heritage of the country.References
Amin, J. (2016). Redefining the Role of Teachers in the Digital Era. The International Journal of Indian Psychology .
Anderson, E. F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., & De Freitas, S. (2009). Serious Games in Cultural Heritage. The 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST - State of the Art Reports. St. Julians, Malta: Eurographics Association Aire-la-Ville, Switzerland, Switzerland.
Banfi, F., Brumana, R., & Stanga, C. (2019). A CONTENT-BASED IMMERSIVE EXPERIENCE OF BASILICA OF SANT'AMBROGIO IN MILAN: FROM 3D SURVEY TO VIRTUAL REALITY. GEORES – 2nd International Conference of Geomatics and Restoration. Milan, Italy: Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2) , 661-686.
Debevec, P. (2005). 6th International Symposium on Virtual Reality, Archaeology, and Cultural Heritage. Making "The Parthenon".
Denchev, S., & Vassileva, S. (2010). State Policy on the Cultural and Historical Heritage of Bulgaria 1878-2009. Sofia: „За буквите – О писменехь”.
Dimitrov, D., Pavlova, D., & Boyadzhiev, D. (2011). Aspects of the Cloud Computing Implementation at SULSIT. IX National Scientific Conference with International Participation “The Society of Knowledge and the Humanism of the 21st Century” (pp. 382 – 388). Sofia: „За буквите. О Писменехь“.
Frischer, B. (2008). OpEd. The rome reborn project. how technology is helping us to study history. Virginia: University of Virginia.
Jacobson, J. H. (2005). World Conference on Educational Media, Hypermedia & Telecommunications. The virtual egyptian temple. ED-MEDIA.
Kaposi, G., Szkaliczki, T., Márkus, Z. L., Luchev, D., Goynov, M., & Paneva- Marinova, D. (2013). Mobile Exploring of the Bulgarian Iconography through QR Codes in the GUIDE@HAND Tourist Guide Application. International Conference on Digital Presentation and Preservation of Cultural and Scientific Heritage, September 18-21, 2013, Veliko Tarnovo, Bulgaria. III , pp. 44-52. Sofia: Institute of Mathematics and Informatics - BAS.
Kargas, A., Loumos, G., & Varoutas, D. (2019). Using Different Ways of 3D Reconstruction of Historical Cities for Gaming Purposes: The Case Study of Nafplio. Heritage — Open Access Journal .
Lee, B. C. (2019). The E ff ect of Gamification on Psychological and Behavioral Outcomes: Implications for CruiseTourism Destinations. Sustainability — Open Access Journal .
Luchev, D., Paneva-Marinova, D., Pavlov, R., Kaposi, G., Márkus, Z., Szántó, G., Szkaliczki, T., Veres, M. (2016). Game-based Learning of Bulgarian Iconographical Art on Smart Phone Application. Proceeding of the International Conference on e- Learning’16, September, (pp. 195-200). Bratislava, Slovakia: Ruse : University of Ruse.
Márkus, Z. L., Kaposi, G., Szántó, G., Szkaliczki, T., Veres, M., Weisz, Z., Luchev, D., Paneva-Marinova, D., Pavlov, R., Pavlova, L. (2017). Mobile Exploring of Bulgarian Cultural and Scientific Assets. Serdica Journal of Computing .
Mortara, M., Catalano, E. C., Belotti, F., Panchetti, M., & Petridis, P. (2014). Learning cultural heritage by serious games. Journal of Cultural Heritage , 318-325.
Pavlov, R., Paneva-Marinova, D., Goynov, M., & Pavlova-Draganova, L. (2010). Services for Content Creation and Presentation in an Iconographical Digital Library. Serdica Journal of Computing (4), 279-292.
Pavlova, D. (2015, 6). Illusions about ICT in Education. Education and Technology: Innovation in learning and cognitive development . Sofia, Sofia, Bulgaria. Retrieved from http://www.itlearning-bg.com/: http://www.itlearningbg.com/magazines/Spisanie2015/resources/spisanie_e_book_2015.pdf
Pavlova-Draganova, L., Georgiev, V., & Draganov, L. (2007). Virtual Encyclopaedia of Bulgarian Iconography. International Journal “Information Technologies&Knowledge” (1(3)), 267-271.
Richards, C. (2010). From old to new learning: global imperatives, exemplary Asian dilemmas and ICT as a key to cultural change in education. Globalisation, Societies and Education , 337-353 .
Spada, I., Cesaria, F., Chionna, F., Cucinelli, A. M., & Scarano, T. (2016). The Virtual Reconstruction of Torre Guaceto Landscape (Brindisi, Italy). Conservation Science in Cultural Heritage .
Tyson, L. (2017, Sept 13). Labor Markets in the Age of Automation. Retrieved from https://www.project-syndicate.org: https://www.projectsyndicate.org/commentary/automation-labor-market-inequality-by-laura-tyson- 2017-06?barrier=accessreg
Yoshinov, R., Pavlova, D., & Kotseva, M. (2015). Specifications for centralized datacenter serving the educational cloud for Bulgaria. XII International Conference on Electronics, Telecommunications, Automatics & Informatics (ETAI) (pp. 1-6). Ohrid, Macedonia: Ss. Cyril and Methodius University "Faculty of electrical engineering and information technologies.
Zulfiqar, A. (2017, July 24). The importance of teaching critical thinking to students . Retrieved from http://www.talentlens.com.au/.