Communicating the Past in the Digital
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COMMUNICATING THE PAST IN THE DIGITAL AGE | SEBASTIAN HAGENEUER (ED.) IN THE DIGITAL THE PAST COMMUNICATING Recent developments in the field of archaeology are not only progressing archaeological fieldwork but also changing the way we practise and present archaeology today. As these digital technologies are being used more and more every day on excavations or in museums, this also means that we must change the way we approach teaching Edited by and communicating archaeology as a discipline. The communication Sebastian Hageneuer of archaeology is an often neglected but ever more important part of the profession. Instead of traditional lectures and museum displays, we can interact with the past in various ways. Students of archaeology today need to learn and understand these technologies, but can on the other hand also profit from them in creative ways of teaching and learning. The same holds true for visitors to a museum. This volume presents the outcome of a two-day international symposium on digital methods in teaching and learning in archaeology held at the University of Cologne in October 2018 addressing exactly COMMUNICATING THE PAST this topic. Specialists from around the world share their views on the newest developments in the field of archaeology and the way we teach IN THE DIGITAL AGE these with the help of archaeogaming, augmented and virtual reality, 3D reconstruction and many more. Thirteen chapters cover different approaches to teaching and learning archaeology in universities and museums and offer insights into modern-day ways to communicate the past in a digital age. Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12–13 October 2018) www.ubiquitypress.com Communicating the Past in the Digital Age Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12–13 October 2018) Sebastian Hageneuer ]u[ ubiquity press London Published by Ubiquity Press Ltd. Unit 322–323 Whitechapel Technology Centre 75 Whitechapel Road London E1 1DU www.ubiquitypress.com Text © the authors 2020 First published 2020 Cover design by Amber MacKay Cover images by Sebastian Hageneuer Original cover concept by Sandra Grabowski Print and digital versions typeset by Siliconchips Services Ltd. ISBN (Hardback): 978-1-911529-84-2 ISBN (PDF): 978-1-911529-85-9 ISBN (EPUB): 978-1-911529-86-6 ISBN (Mobi): 978-1-911529-87-3 DOI: https://doi.org/10.5334/bch This work is licensed under the Creative Commons Attribution 4.0 Interna- tional License (unless stated otherwise within the content of the work). To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. This license allows for copying any part of the work for personal and commercial use, providing author attribution is clearly stated. The full text of this book has been peer-reviewed to ensure high academic standards. For full review policies, see http://www.ubiquitypress.com/ Suggested citation: Hageneuer, S. (ed.) 2020. Communicating the Past in the Digital Age: Pro- ceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12–13 October 2018). London: Ubiquity Press. DOI: https://doi.org/10.5334/bch. License: CC-BY 4.0 To read the free, open access version of this book online, visit https://doi.org/10.5334/bch or scan this QR code with your mobile device: Contents Acknowledgements v Contributors vii Competing Interests xvii Introduction 1 Sebastian Hageneuer, Sophie C. Schmidt Archaeogaming 11 Games People Dig: Are They Archaeological Experiences, Systems or Arguments? 13 Erik Malcolm Champion Teaching through Play: Using Video Games as a Platform to Teach about the Past 27 Krijn H.J. Boom, Csilla E. Ariese, Bram van den Hout, Angus A.A. Mol and Aris Politopoulos Gameplay as Learning: The Use of Game Design to Explain Human Evolution 45 Xavier Rubio-Campillo Learning in the museum 59 An Inclusive Prehistory Game by the Blind and Visually Impaired. Creating an Inclusive App Game on Prehistoric Archaeology with the BSVN e.V. for the Permanent Exhibition of the Neanderthal Museum 61 Anna Riethus Using Digital Media to Mediate Archaeology in the LVR-Archaeological Park Xanten / LVR-RömerMuseum 73 Stephan Quick New Storytelling for Archaeological Museums Based on Augmented Reality Glasses 85 Adolfo Muñoz and Ana Martí iv Contents The Challenges of Archaeological Reconstruction: Back Then, Now and Tomorrow 101 Sebastian Hageneuer Digital tools in the classroom 113 Re-coding Collaborative Archaeology: Digital Teaching and Learning for a Decolonised Future 115 Katherine Cook The X Marks the Spot – Using Geo-games in Teaching Archaeology 127 Michael Remmy How to be a ‘Good’ Anglo-Saxon: Designing and Using Historical Video Games in Primary Schools 141 Juan Hiriart Digital learning environments 153 Mobile Technology and Science Outreach in Archaeology: Integrating Didactics 155 David Frederik Hölscher Modelling and Simulation to Teach (Classical) Archaeology: Integrating New Media into the Curriculum 167 Erika Holter and Sebastian Schwesinger Developing Digital Archaeology for Young People: A Model for Fostering Empathy and Dialogue in Formal and Informal Learning Environments 179 Sierra McKinney, Sara Perry, Akrivi Katifori and Vassilis Kourtis Index 197 Acknowledgements This publication would not have been possible if I had not been awarded with a Fellowship for Innovation in Digital Academic Teaching in 2017, which enabled me not only to buy equipment for our (then) brand-new master’s programme in archaeoinformatics at the University of Cologne but also to host a two-day international symposium, of which this volume represents the results. I am therefore very grateful to the insightful funding of teaching projects by the Ministry of Culture and Science of the German state of North Rhine Westphalia. To the Stifterverband, which administered the funding, I am thankful for the counsel I received during my fellowship time. I am also very grateful for the friendly environment in which I was able to con- duct my fellowship and my work as a research associate at the A rchaeological Institute of the University of Cologne, namely to the head of my department, Professor Eleftheria Paliou, who supported me in my endeavours, and my col- league Sophie Schmidt, who assisted me whenever I needed her to. I also want to thank Christine Avenarius and Laurenz Hillman, who helped as student assistants throughout the symposium and made our guests feel very welcome. Thanks also go out to Visa Immonen, Andrew Reinhard and on other anony- mous peer reviewer, whose insightful comments on the draft helped to improve the publication. Finally, I want to thank all the participants of the symposium, whose acquaintances I enjoyed making and whom I hope to meet again in the near future. Contributors Ariese, Csilla E. University of Amsterdam and VALUE Foundation Dr Csilla E. Ariese is a museologist and post-doctoral researcher at the University of Amsterdam, the Netherlands. Within the Horizon 2020 ECHOES Project, she studies how the Amsterdam Museum is (dis)engaging with the complex colonial pasts of the museum and the city. She is also a co-founder of the VALUE Foundation, which playfully engages with gaming and academia, among others resulting in the edited book The Interactive Past (Sidestone, 2017). Csilla is a storyteller at heart, who is passionate about shipwrecks, ruins, the underwater world, games and museums. In 2018, she completed her PhD, The Social Museum in the Caribbean, as part of the ERC-Synergy project NEXUS1492 at Leiden University. The same year, she was the curator for the exhibition Culture Arcade at the Prince Claus Fund Gallery in Amsterdam. Besides her PhD, she holds an MSc in international museum (2012) and a BA in maritime archaeology (2010), both from Gothenburg University. ORCID: https://orcid.org/0000-0002-6555-6814 Boom, Krijn H.J. Leiden University and VALUE Foundation Dr Krijn Boom is a post-doctoral researcher and heritage manager with the Economies of Destruction (VICI)-project at the Faculty of Archaeology of viii Contributors Leiden University, the Netherlands. In this combined function, he studies the social and economic impact of Bronze Age depositions in north-west Europe and manages public outreach and knowledge utilisation. Krijn also has a position as Project Manager Blended Learning at the University of Amsterdam, Faculty of Science, combining his love for media and science in order to innovate teaching and provide students with a meaningful, yet fun way of learning. Krijn is co- founder of the VALUE project – for research and outreach on the past, heritage and video games, which was later formalised as the VALUE Foundation, open- ing up to other academic sectors. ORCID: https://orcid.org/0000-0001-5634-3289 Champion, Erik Malcolm Curtin University Professor Erik Champion is UNESCO Chair of Cultural Visualisation and Heritage at Curtin University and theme leader for visualisation at the Curtin Institute of Computation, Australia (http://computation.curtin.edu.au). He researches virtual heritage, game design, interactive media, and a rchitectural computing. Prior to joining Curtin University, he was project leader of DIGHUMLAB Denmark, hosted at Aarhus University. Here he worked with EU research infrastructures and projects, such as http://dariah.eu. His pub- lications include Organic Design in Twentieth-Century