Public Presentation: Analyzing Best Practices: A Gamification Model for Community-Based Heritage Work
In Voľanská, Ľ., Baračková, K., Ambrózová, J., Lukács, L., & Marchionni, G. (Eds.), Quest: How to make digital work for, not against learning — Book of abstracts. Bratislava: Institute of Ethnology and Social Anthropology, Slovak Academy of Sciences
DOI: 10.31577/2024.9788097443467
Abstract
Presented at the international conference "Quest: How to make digital work for, not against learning" (online, June 2024), this contribution reports on the comparative analysis of gamification best practices collected by the Heritage Game consortium. The authors discuss the methodology used to identify case studies in seven European countries and outline the criteria — pedagogical relevance, community involvement, sustainability and inclusivity — that underpin the project's gamification model.
The talk situates the Heritage Game work within the broader debate on how digital tools can be made to serve, rather than displace, learning processes that are deeply rooted in local heritage and community life.
In Voľanská, Ľ., Baračková, K., Ambrózová, J., Lukács, L., & Marchionni, G. (Eds.), Quest: How to make digital work for, not against learning — Book of abstracts. Bratislava: Institute of Ethnology and Social Anthropology, Slovak Academy of Sciences
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