Learn world history in a new way with Excavate!, a multi-game archaeology series built in consultation with social studies teachers. Use archaeological thinking as you excavate and analyze artifacts from ancient civilizations such as Mesopotamia, Rome, Egypt, Greece, Mesoamerica and the Byzantine Empire. All games in the series include: highly detailed, authentic artifacts including special 3D artifacts that can be manipulated by the player and historically accurate, detailed scenes that bring the excavate sites to life. The games offer extensive information about the ancient civilization and have supporting teacher materials. The games can be played in browser or purchased for mobile devices. The mobile versions work also off-line.
The solution provides different types of engaging interactives that are built around high-quality pre-curated learning material. The user is challenged to solve tasks using information that is being gained through the gameplay.
The user is guided to make choices based on what has been learned. The solution starts from the same baseline with all users, but as the excavation sites have different themes, the player can choose the content that interests him/her the most.
The content represents high quality, the scope of the product is clear and it’s easy to understand what learning goals can be achieved.
The game introduces the work of archaeologist and scientific method in practice.
The game keeps the player stimulated, and generally, graphics support the mood and play.
The following are the high educational quality aspects in this product.
The supported learning goals are identified by matching the product with several relevant curricula descriptions on this subject area. The soft skills are definitions of learning goals most relevant for the 21st century. They are formed by taking a reference from different definitions of 21st century skills and Finnish curriculum.
Subject based learning goals
Soft skills learning goals
The pedagogical analysis covers how the product supports learning of the identified skills. The student’s role is assessed by four contrary pair parameters, which are selected to cover the most essential aspects on the use of the product.