Leveling Up: Gaming and Game Design in Archaeological Education and Outreach
Part of: Society for American Archaeology 89th Annual Meeting, New Orleans, LA (2024)
This collection contains the abstracts of the papers presented in the session entitled "Leveling Up: Gaming and Game Design in Archaeological Education and Outreach" at the 89th annual meeting of the Society for American Archaeology.
Recent pedagogical research has shown that “flipping the classroom,” or shifting education from an emphasis on traditional lectures and exams to more active, student-led projects, improves morale and information retention. Beyond the classroom, interactive projects are useful tools for engaging with the public and specific stakeholders about cultural heritage. While some lecture content is necessary and valuable, these higher-impact practices can help archaeological professionals bridge educational gaps and reach wider audiences than ever before. This symposium explores several applications of gaming and game design (broadly conceived) for archaeological education and outreach. Discussing topics such as analog role-playing games, tabletop games, video games, virtual reality, and even “gamified” syllabi and course structures, these presentations consider a few ways we might employ gaming to foster fun, engaging interactions with students and the public.
Other Keywords
Education/Pedagogy •
digital archaeology •
Media and Social Media •
Education •
Experimental Archaeology •
Black History •
Teaching •
Trade and exchange •
Pedagogy •
Historic
Geographic Keywords
United States of America (Country) •
North America (Continent) •
North America •
United Mexican States (Country) •
Department of Martinique (Country) •
Republic of El Salvador (Country) •
Department of Guadeloupe (Country) •
Cayman Islands (Country) •
Antigua and Barbuda (Country) •
Turks and Caicos Islands (Country)
Resources Inside This Collection (Viewing 1-10 of 10)
- Documents (10)
- Archaeological Games Don’t Have to Be Fair, and Breaking the Rules Is Okay (2024)
- Bringing the Creed to the Classroom: Assassin's Creed as a Pedagogical Tool (2024)
- Experiencing Trade and Exchange: Teaching Archaeological Concepts through Role-Playing Games (2024)
- Game Save Data Is Missing or Cannot Be Read: A Twenty-First-Century Crisis of Digital Archaeological Site Loss (2024)
- Learning to Navigate Cultural Resource Managment through a Simulated Tabletop Game (2024)
- Producing a Digital Interpretive Environment: The Role of Digital Documentation and Game Engines in Reaching New Audiences with Critical Stories of the Past (2024)
- The Status of Roman Archaeogaming: Serious Games for Archaeological Education and Outreach of Ancient Rome (2024)
- Striking a Balance: Ethical and Methodological Challenges in Virtual Reality Experience Design for Cultural Heritage Applications (2024)
- Teaching Archaeological Epistemology through Tabletop Gaming (2024)
- The Uprising: A Role-Playing Game as an Educational Aid in an Archaeology Seminar Course (2024)