
doi: 10.17863/cam.109239
Through the presentation of two case studies, this paper aims to discuss digital archaeology’s possible impacts on public education in the State of São Paulo (Brazil). First, the potential of the application of digital games in schools and concepts of immersion and interactivity to support new perspectives on the use of different forms of learning will be presented. Furthermore, the essential necessity to develop free, accessible, and scalable products in the face of the challenges imposed by the current conditions of Brazilian public education teaching programs will be demonstrated. The case studies are based on two digital games Sambaquis – Uma História antes do Brasil, and O Último Banquete em Herculano, developed respectively by the research group Arqueologia Interativa e Simulações Eletrônicas (ARISE) and the Laboratório de Arqueologia Romana Provincial (LARP), both based at the Universidade de São Paulo (Brazil). To conclude, possible reflections on the future of archaeology allied to technological development and its probable applications in education will be addressed.
Public Educcation, Public Archaeology, Video Games, Digital Archaeology, Brazilian Education
Public Educcation, Public Archaeology, Video Games, Digital Archaeology, Brazilian Education
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
