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European Conference on Games Based Learning (ECGBL)
In 2020, the Onassis Library and partners ran workshops in which teams turned Rigas Velestinlis' Charta of Greece into a 3D game. Players solve twelve riddles to collect and reassemble the map's twelve sheets.
In 2020, the Onassis Library and partner institutions ran digital workshops in which student teams transformed Rigas Velestinlis' 1796–1797 Charta of Greece into "Hack the Map," a three-dimensional puzzle video game in which players solve twelve riddles to collect and reassemble the map's twelve sheets. The project draws on object-based, game-based, and project-based learning, and its authors present it as a model for engaging young people with cartographic heritage through digital production rather than passive viewing. Participants included four school teams totaling 65 students aged 13 to 17, who completed twelve hours of training across four sessions.
The development process relied on accessible tools, including 3ds Max, Unity, and other free or educational software, and was delivered across three three-hour workshops. Evaluation drew on anonymous questionnaires and observation. Students reported high satisfaction, praising the originality of the program and the collaborative and technical skills they developed, while also noting that the project was time-consuming and demanding. The authors conclude that the gamified, object-based approach strengthened engagement with the Charta and led to a follow-on augmented reality application, available on Google Play, which won a 2021 Digital Humanities Award and supported an online national student competition for 2020–2021.
The evidence base is limited and largely self-reported. Outcomes such as improved engagement, collaboration, and digital skills rest on participant feedback and observation rather than formal assessment or longitudinal metrics, and the sample is small and drawn from a single initiative in Greece. The document's concluding section situates the work within scholarship on tactile engagement with museum objects and on videogames as context-driven learning environments, but it presents no new empirical data of its own. The project's significance therefore lies chiefly in its proposed pedagogical model and in the practical demonstration of how cultural heritage materials can be adapted into interactive, student-built digital experiences.
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European Conference on Games Based Learning (ECGBL) · 2026
European Conference on Games Based Learning (ECGBL) · 2026