Gamifying Culture is a fun and engaging game developed as part of the DiCultYouth project with a scope of facilitating learning of our history and culture by playing. The game virtual environment (ex. an arts museum) recreates realistic situations (simulations). In this way, users (young students and youth with fewer opportunities) can learn to function in a safe context, but with rules, interactivity and feedback. Our scope is to attract more and more young people, unfamiliar with art and history engage and provide cultural content in a way that can lead to long lasting experiences and base the creation of the online game on five principles: intrinsic motivation, learning through intense enjoyment and fun, authenticity, self-reliance and autonomy, and experiential learning.
In the game, young people also apply their digital skills but also their skills to negotiate, communicate in an international cultural environment and eventually resolve conflicts. Given that a cultural organizations role is to broaden what happens in the classroom with unique experiences, the challenge is providing opportunities for choice, pathway creation, collaboration and European identity knowledge and awareness wherever the game is played.
Gamifying Culture is an effective training tool because it will incorporate elements: challenges, fantasy, easy achievement metrics (levels, ranking, score), as well as satisfaction by the achievement of goals.
The development of the Gamifying Culture was coordinated by CARDET.