Architectural Jewels of Lublin: A Modern Computerized Board Game in Cultural Heritage Education
Artykuł w czasopiśmie
MNiSW
100
Lista 2021
Status: | |
Autorzy: | Montusiewicz Jerzy, Miłosz Marek |
Dyscypliny: | |
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Rok wydania: | 2021 |
Wersja dokumentu: | Drukowana | Elektroniczna |
Język: | angielski |
Numer czasopisma: | 3 |
Wolumen/Tom: | 14 |
Numer artykułu: | 35 |
Strony: | 1 - 21 |
Impact Factor: | 2,047 |
Web of Science® Times Cited: | 6 |
Scopus® Cytowania: | 9 |
Bazy: | Web of Science | Scopus |
Efekt badań statutowych | NIE |
Materiał konferencyjny: | NIE |
Publikacja OA: | NIE |
Abstrakty: | angielski |
Lublin is a city located in the eastern part of Poland, which is an important place of cultural heritage, being the venue where the Polish-Lithuanian Union was signed 450 years ago in 2019. This article presents “Architectural Jewels of Lublin,” a computerized serious board game for two players. The aim of the game is to collect points for recognizing models of the city's historic architectural objects and their correct position on the board. They represent the landmarks of the historic Old Town quarter. Another point of the game is to answer questions about the cultural heritage of Lublin. 3D models of historic buildings were initially designed manually and then 3D printed in FFF (Fused Filament Fabrication) technology. The correct location of the object on the board is identified by sensors working in the RFID (Radio-Frequency IDentification) technology supported by two microcontrollers of an Arduino platform, which were connected to the software managing the whole game shown on a tablet monitor. The game is used both to promote Lublin at numerous cyclical cultural and science popularization events, and during conferences and seminars organized for circles representing cultural heritage from Poland and abroad. It is aimed at presenting a way to integrate many different contemporary digital technologies that can serve education in the area of cultural heritage. The game, in contrast to popular games using VR and AR technologies, combines in an interesting way physical and digital space using modern computer technologies. The research carried out on the participants of the game has shown its high effectiveness in raising the historical awareness of its participants, as well as the players’ positive attitude toward the game. |