DIGITAL LIBRARY
LEARNING AND GAMIFICATION IN DIGITALISED HERITAGE ENVIRONMENT
University of Library Studies and Information Technologies (BULGARIA)
About this paper:
Appears in: ICERI2017 Proceedings
Publication year: 2017
Page: 5280 (abstract only)
ISBN: 978-84-697-6957-7
ISSN: 2340-1095
doi: 10.21125/iceri.2017.1383
Conference name: 10th annual International Conference of Education, Research and Innovation
Dates: 16-18 November, 2017
Location: Seville, Spain
Abstract:
The smart learning environment offers with range of possibility to play with different pedagogical approaches. One of it is applying the games in education. The gamification is efficacy in many areas. This paper deals with the implementation of games in the digital heritage environment. It gives specific nuance in the learning process. It is generally conducive to supportive learning. Whether physical or virtual, an environment can be conducive to or inhibitive of learning. The challenges for the smart learning environment based on the digitalized heritage include but are not limited to:

• creating the authentic virtual reality which corresponds to the epoch; recreation of the artefacts;
• developing the learning and assessment paradigms;
• applying the social factors, policy;

A learning environment can be considered smart when the learner is supported through the use of adaptive and innovative technologies. Developments in games technology are also driving the expansion of digital media into all different screen spaces, and various platforms.
Smart learning environments are neither pure technology-based systems nor a particular pedagogical approach. They encompass various contexts, in which students move from one context to another which correspond to the rich heritage environment.

The paper deals with the user experience design for gamification in cultural heritage environment.

Acknowledgements:
The research is supported by the “Models of Cultural Heritage Socialization in a “Smart City” project funded by the Bulgarian National Science Foundation, Competition for financial support of fundamental research(2016), contract № ДН 05/3, 14/12/2016, implemented by the State University of Library Studies and Information Technologies.
Keywords:
Learning, gamification.