开发增强现实应用以促进数字故事叙述:Choirokoitia和Sandby Borg的案例

Stella K. Hadjistassou, Shaunna Joannidou, Pedro Jesus Molina Muñoz, Petros Louca, Ludvig Papmehl-Dufay
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引用次数: 0

摘要

借鉴Kucher(2021)关于数字游戏学习(DGBL)的框架,本文介绍了塞浦路斯和瑞典两个具有文化特色和突出的遗产遗址(新石器时代的Choirokoitia村庄和Sandby Borg的铁器时代Ringfort)中基于游戏的场景的发展。其目的是实施Kucher(2021)提出的五项原则和数字叙事作为开发基于游戏的增强现实(AR)场景的框架,以促进对文化重要地点的探索、理解、协作和学习,并指导用户熟悉反映那个时代文化价值观、实践和规范的文化文物。在设计和开发过程中采用自下而上的方法,这两个案例研究的目的是促进互动和沉浸式学习体验,巩固在解决问题的活动中,建设性的评估反馈,并制定探索灵活性的机会。为了实现这一目标,我们为《Choirokoitia》开发了一个介绍场景和三个随后的基于AR游戏的场景,为《Sandby Borg》开发了一个介绍场景和三个随后的基于AR游戏的场景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Developing augmented reality applications to promote digital storytelling: The cases of Choirokoitia and Sandby Borg
Drawing on Kucher’s (2021) framework on digital game-based learning (DGBL), this paper introduces the development of game-based scenarios in two culturally distinctive and salient heritage sites in Cyprus and Sweden, the Neolithic village of Choirokoitia and the Iron Age Ringfort of Sandby Borg. The aim was to implement Kucher’s (2021) five proposed principles and digital storytelling as a framework for the development of game-based Augmented Reality (AR) scenarios to promote exploration, understanding, collaboration, and learning on culturally important sites and guide users in becoming acquainted with cultural artifacts that reflect on cultural values, practices, and norms of that era. Using a bottom-up approach in the design and development process, the two case studies were designed to promote interactive and immersive learning experiences entrenched in problem-solving activities, constructive evaluative feedback, and enact opportunities for flexibility in exploration. To achieve this goal, an introductory scene and three subsequent AR game-based scenarios were developed for Choirokoitia, and an introductory scene and three subsequent AR game-based scenarios for Sandby Borg.
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