artefacts; these are related to stages in a many to
one mapping, meaning, like all other objects,
they only exist in a single simulation.
• Artefacts are items that students can find in an
excavation. They have basic and detailed
descriptions, a find skill, an information skill,
and a difficulty level for each of those skills.
The find skill is the skill required to locate the
artefact; by default this is digging, but the
mechanism provides scope for artefacts that are
too fragile or difficult to be excavated by
anyone without a specific skill. Finding an
artefact automatically reveals its basic
description. The information skill is the skill
required to get the detailed description of an
artefact. If the artefact is found by someone
without this skill level, then only the basic
information is made available.
• Assets are people or items that help with the
excavation. Three core classes of asset are used;
accommodation, equipment and people.
Accommodation is not directly used to help
with the excavation, but is required in order for
the excavation to proceed (this not only includes
tents, but also items such as pots and pans, food,
etc.). Equipment objects help directly with the
excavation and require a person with the
relevant skill to use them (for example, shovels,
trowels, dental equipment). People are the
workers excavating the site. Equipment and
people both have a single skill and associated
skill level, although there are plans for people to
have multiple skills in later revisions.
• Groups are the objects to which students are
associated, and are used to keep track of the
number of days spent on the excavation so far,
original and remaining budget, assets bought
and hired, and artefacts found.
• Skills are a name string, and are used to store
the authoritative list of skills that equipment and
people involved in the excavation can have.
• Stages store the maps to be shown to students as
they progress through the excavation, as well as
an explanation of what tasks the next part of the
excavation involves (for example, clearing
topsoil). These also have a list of skills that are
required in order for the task to be completed,
for example a survey skill is required for a
group to progress past the first stage.
5 RELATED WORK
The potential for computers to be used in the
teaching of archaeology and related disciplines has
been widely recognised. Not only has software been
developed to allow students to gain an appreciation
of spatial relationships within a site through the
development of virtual walkthroughs based on a
series of site photographs (Raynier 2006), but it has
also been used to allow students to practice their
ability to interpret the material culture they may see
within a site (Goodrick and Earl 2003). Other
software projects have focussed on the use of
VRML (Wikipedia 2007) and its successor X3D
(Web3D 2007), which have been widely used in the
field as the toolset with which to reconstruct
archaeological sites. The reconstruction of Avebury,
an important Mesolithic site discussed in (ACRG
2006) and (Pitts 2001) shows how successful VRML
reconstructions can be. Additionally VRML has
also been used in museum display reconstructions
(Terras 2006).
Unlike LAVA, these types of reconstruction, as
well as those used in popular television series such
as Time Team (Channel4 2006), are static
representations of archaeological scenes and as such
cannot be easily modified by educators or students.
Whilst they are constructed using data from real
world archaeological excavations, in much the same
way as the LAVA simulators, they are difficult to
integrate with other types of archaeological data, and
show only a single, static representation of an
excavation site.
6 CONCLUSION
In this paper we have presented the motivation for
the design and implementation aspects of a computer
games approach to exploratory learning. The domain
we have operated in is archaeology, but we believe
that the approach taken is applicable to a number of
other domains, including geography and history.
The system integrates 3D game engines with 2D
exploratory interfaces, document management
systems and a novel VLE that provides support for
group-based working. The combination of these
technologies with digital resources sourced from real
excavations allows us to provide an engaging,
realistic and pedagogically sound environment for
enhancing students’ learning of archaeology.
An initial prototype implementation of the
LAVA software platform has been developed and
trialled within an accredited University Degree
program. More rigorous evaluation of the LAVA
platform is currently ongoing, and we are actively
pursuing the opportunity to evaluate the
effectiveness of the LAVA platform in alternative
educational domains: Of particular interest are the
fields of geography and geology owing to their
potential for virtual fieldwork.
A COMPUTER GAMES APPROACH TO EXPLORATORY LEARNING - LAVA: A Case Study in System Design
475