Learning to Navigate Cultural Resource Managment through a Simulated Tabletop Game

Author(s): Matthew Des Lauriers

Year: 2024

Summary

This is an abstract from the "Leveling Up: Gaming and Game Design in Archaeological Education and Outreach" session, at the 89th annual meeting of the Society for American Archaeology.

While the use of simulations in educational contexts for archaeology is not new, the ways in which this approach have been employed have not fully explored the higher-level educational benefits possible. Many simulations focus on the general concepts of archaeology, rather than viewing them as genuine professional training opportunities. Given that the overwhelming majority of employed archaeologists in the United States work in some facet of cultural resource management, providing a simulated training opportunity for students to manage projects, encounter and resolve crises, wrestle with ethical dilemmas, and address public relations problems can be of great value. Even the best traditional archaeological field schools will not necessarily prepare graduates for the wide range of possible scenarios, and many are thus thrust into decision-making roles without having had the “opportunity to fail” in a low-stakes setting. Additionally, while digital simulations may be more immersive in some sense, the discussions, debates, and healthy competition involved in a face-to-face tabletop setting may prepare students more fully for real-world settings that they will encounter “on the job.” The inclusion of random events, problems that need collective solutions, critical thinking, improvisation, and choices that have permanent consequences create valuable learning opportunities in the classroom.

Cite this Record

Learning to Navigate Cultural Resource Managment through a Simulated Tabletop Game. Matthew Des Lauriers. Presented at The 89th Annual Meeting of the Society for American Archaeology. 2024 ( tDAR id: 497715)

Record Identifiers

Abstract Id(s): 41660.0