Journals / Uluslararası Müze Eğitimi Dergisi / 2026 / Cilt: 8 Sayı: 1

From Seeds to Screen: A Brief Guide to Choosing Digital Assets for Historical Edugames

Michele Domenico Todino(Università degli Studi di Salerno)0000-0003-0970-5798
Alessio Di Paolo(Università degli Studi di Salerno)0000-0002-3044-0491
Anna Rescigno(Università degli Studi di Salerno)0009-0007-7681-1634
Marco Caruso(Università di Macerata)0009-0007-5584-4963
Pages
9–23
Publication Date
2026-06-30
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

It is, indeed, through careful attention to detail that a game acquires genuine educational value, rather than remaining merely a form of entertainment.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:This contribution examines the role of scientific coherence in virtual reconstructions of archaeological contexts, using archaeobotanical data as an illustrative example in the development of museum edugames within 3D environments such as Unity3D.
📊
Key Findings & Data:This principle also applies to textures, vessels, and furnishings, which are often selected from standardized digital assets (such as the various “Roman packs 3D”) available online at relatively low cost.
💡
Conclusion & Impact:It is, indeed, through careful attention to detail that a game acquires genuine educational value, rather than remaining merely a form of entertainment.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:Edugames · 3D environments · education

Abstract

This contribution examines the role of scientific coherence in virtual reconstructions of archaeological contexts, using archaeobotanical data as an illustrative example in the development of museum edugames within 3D environments such as Unity3D. It argues that historical reconstruction cannot be confined solely to architectural structures, but must extend to the anthropogenic and natural landscape, including plant species, agricultural practices, and environmental resources documented through archaeological, palaeobotanical, and isotopic evidence. This principle also applies to textures, vessels, and furnishings, which are often selected from standardized digital assets (such as the various “Roman packs 3D”) available online at relatively low cost. The arbitrary use of such standardized digital assets, characteristic of commercial game design, risks generating anachronistic and culturally misleading representations, thereby undermining the scientific credibility of museum institutions. To a certain extent, this paper seeks to raise awareness among game designers, developers, software companies, and, more broadly, all relevant stakeholders (including academics, industry professionals, and policymakers) regarding the importance of adopting accurate and non-standard assets. It is, indeed, through careful attention to detail that a game acquires genuine educational value, rather than remaining merely a form of entertainment.

Özet

This contribution examines the role of scientific coherence in virtual reconstructions of archaeological contexts, using archaeobotanical data as an illustrative example in the development of museum edugames within 3D environments such as Unity3D. It argues that historical reconstruction cannot be confined solely to architectural structures, but must extend to the anthropogenic and natural landscape, including plant species, agricultural practices, and environmental resources documented through archaeological, palaeobotanical, and isotopic evidence. This principle also applies to textures, vessels, and furnishings, which are often selected from standardized digital assets (such as the various “Roman packs 3D”) available online at relatively low cost. The arbitrary use of such standardized digital assets, characteristic of commercial game design, risks generating anachronistic and culturally misleading representations, thereby undermining the scientific credibility of museum institutions. To a certain extent, this paper seeks to raise awareness among game designers, developers, software companies, and, more broadly, all relevant stakeholders (including academics, industry professionals, and policymakers) regarding the importance of adopting accurate and non-standard assets. It is, indeed, through careful attention to detail that a game acquires genuine educational value, rather than remaining merely a form of entertainment.

🔖

Cite This Article

Todino, M. D., Paolo, A. D., Rescigno, A., Caruso, M. (2026). From Seeds to Screen: A Brief Guide to Choosing Digital Assets for Historical Edugames. Uluslararası Müze Eğitimi Dergisi, Cilt: 8 Sayı: 1, 9–23. https://doi.org/10.51637/jimuseumed.1898299

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (40)

  1. Angela, A. (2010). Impero: Viaggio nell’Impero Romano seguendo una moneta. Mondadori.
  2. Angela, A. (Director). (2024, May 27). Pompei, le nuove scoperte [Television special]. Rai 1, https://www.raiplay.it/video/2024/05/Speciale-Meraviglie---Pompei-le-nuove-scoperte---27052024-a63964cc-5f6f-4372-9286-fb309a529b73.html
  3. Austerberry, D. (2012). Digital asset management. Routledge.
  4. Banta, N. M. (2016). Property interests in digital assets: The rise of digital feudalism. Cardozo Law Review, 38, 1099.
  5. Beyer, H. & Holtzblatt, K. (1998). Contextual design: Defining customer-centered systems. Morgan Kaufmann.
  6. Benes, R., Cellie, D., Czerwinsky Domenis, L. & Kopciowski, J. (2017). Per una pedagogia dell’errore. Asterios Editore.
  7. Bilotti, U., Di Paolo, A., Todino, M. D., Fella, A. & Di Tore, S. (2025). Valuing the material in the immaterial: The MUSeum Editor for accessibility and cultural heritage. L’integrazione scolastica e sociale, 24(3), 41–56. https://doi.org/10.14605/ISS2432503
  8. Carofiglio, G. (2024). Elogio dell’ignoranza e dell’errore. Einaudi.
  9. Ceppatelli, D., Godino, Y. & Montelatici, M. (2013). L’archeologia sperimentale attraverso la ricostruzione storica. Millennium, 12, 142–149.
  10. Champion, E. (2015). Critical gaming: Interactive history and virtual heritage. Routledge.
  11. Champion, E. (2021). Virtual heritage: A guide. Ubiquity Press.
  12. Chapman, A. (2016). Digital games as history. Routledge.
  13. Coppola, S. & Zanazzi, S. (2020). L’esperienza dell’arte: Il ruolo delle tecnologie immersive nella didattica museale. Formazione & Insegnamento. Rivista internazionale di Scienze dell’educazione e della formazione, 18(2), 36–49.
  14. Coles, J. M. (1979). Experimental archaeology. Academic Press.
  15. Corson, D. (1985). Popper on education. ACCESS: Contemporary Issues in Education, 4(2), 84–101.
  16. Daft, R. L. (2004). Organizzazione aziendale. Apogeo.
  17. Damiano, E. (2013). La mediazione didattica. Per una teoria dell’insegnamento. FrancoAngeli.
  18. Direzione Generale Musei, Parco Archeologico di Pompei. (2025). Pompei: Un nuovo capitolo per la viticoltura e la storia. https://pompeiisites.org/comunicati/pompei-un-nuovo-capitolo-per-la-viticoltura-e-la-storia/
  19. Gee, J. P. (2013). Come un videogioco. Insegnare e apprendere nella scuola digitale. Raffaello Cortina.
  20. Hurcombe, S. J. (2008). Experimental archaeology. In D. M. Pearsall (Ed.), Encyclopedia of archaeology (pp. 1356–1364). Academic Press.
  21. ICMAH. (2024). The future of history and archaeology museums. Changing narratives: ICMAH annual conference in Seoul, South Korea. https://icmah.mini.icom.museum/wp-content/uploads/sites/56/2025/09/ICMAH_2024_Publication_online.pdf
  22. Jonassen, D. H. (1999). Designing constructivist learning environments. In C. M. Reigeluth (Ed.), Instructional-design theories and models: A new paradigm of instructional theory, 167–207. Lawrence Erlbaum Associates.
  23. Kaal, W. A., Evans, S. R. & Howe, H. A. (2021). Digital asset valuation. Richmond Journal of Law & Technology, 28, 657.
  24. Mathieu, J. R. (2002). Experimental archaeology: Replicating past objects, behaviors, and processes. Archaeopress.
  25. Mintzberg, H. (1996). La progettazione dell'organizzazione aziendale. Il Mulino.
  26. Murphy, C., Thompson, G. & Fuller, D. Q. (2013). Roman food refuse: Urban archaeobotany in Pompeii, Regio VI, Insula 1. Vegetation History and Archaeobotany, 22, 409–419. https://doi.org/10.1007/s00334-012-0385-8
  27. Musei del Cibo. (n.d.). La storia del pomodoro [Audioguida]. Museo del Pomodoro. https://pomodoro.museidelcibo.it/informazioni-e-contatti/audioguida/storia-del-pomodoro/
  28. Ohler, J. (2008). Digital storytelling in the classroom: New media pathways to literacy, learning, and creativity. Corwin Press.
  29. Parco Archeologico di Pompei. (2025). Essere donna nell’antica Pompei [Mostra]. Pompeii Sites. https://pompeiisites.org/mostre/essere-donna-nellantica-pompei/
  30. Parmigiani, D. (2013). Dispositivi, ambienti, artefatti. In P. C. Rivoltella & P. G. Rossi (Eds.), L’agire didattico: Manuale per l’insegnante. La Scuola.
  31. Popper, K. R. (2024). I due problemi fondamentali della teoria della conoscenza. Il Saggiatore.
  32. Rowan, E. (2017). Sewers, archaeobotany, and diet at Pompeii and Herculaneum. In The economy of Pompeii (pp. 111–134).
  33. Sallon, S., Cherif, E., Chabrillange, N., Solowey, E., Gros-Balthazard, M., Ivorra, S., Terral, J.-F., Egli, M. & Aberlenc, F. (2020). Origins and insights into the historic Judean date palm based on genetic analysis of germinated ancient seeds and morphometric studies. Science Advances, 6(6), eaax0384. https://doi.org/10.1126/sciadv.aax0384
  34. Soncin, S., Amoretti, V., Comegna, C., et al. (2025). Baseline isotopic variability in plants and animals and implications for the reconstruction of human diet in 1st century AD Pompeii. Scientific Reports, 15, 28308. https://doi.org/10.1038/s41598-025-12156-7
  35. Todino, M. D. (2024). Didattica e tecnologie per i beni culturali: Prospettive inclusive. Pensa Editore.
  36. Todino, M. D. & Campitiello, L. (2025). Museum education. Encyclopedia, 5(1), 3. https://doi.org/10.3390/encyclopedia5010003
  37. Todino, M. D., Di Tore, S., De Simone, G. & Sibilio, M. (2018). Virtual reality head-mounted display used in online and distance education. In G. Papanikos (Ed.), ATINER’s Conference Paper Series (No. EDU2017-2407, pp. 1–21). Athens Institute for Education and Research.
  38. Todino, M. D., Di Tore, S., Maffei, S., De Simone, G. & Sibilio, M. (2017). L’utilizzo di tecnologie head-mounted display a supporto della didattica attraverso ambienti di apprendimento virtuali in contesti non formali. Giornale Italiano della Ricerca Educativa, 165–176.
  39. UNESCO. (2024). UNESCO framework for culture and arts education (Final draft). UNESCO. https://www.unesco.org/sites/default/files/medias/fichiers/2024/02/WCCAE_UNESCO%20Framework_EN_0.pdf
  40. Yin, R. K. (2018). Case study research and applications: Design and methods (6th ed.). Sage.