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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification of Learning in Artistic Fields Through the Form of Playing to Knowledge</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Miljan Č. Stevanović</string-name>
          <email>miljan.stevanovic@metropolitan.ac.rs</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jelena Lj. Pejić</string-name>
          <email>jelena.pejic@pmf.edu.rs</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Petar Č. Pejić</string-name>
          <email>petar.pejic@metropolitan.ac.rs</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University Metropolitan</institution>
          ,
          <addr-line>Tadeuša Košćuška 63, Belgrade</addr-line>
          ,
          <country country="RS">Serbia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University Metropolitan</institution>
          ,
          <addr-line>Tadeuša Košćuška 63, Belgrade</addr-line>
          ,
          <country country="RS">Serbia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Nis</institution>
          ,
          <addr-line>Višegradska 33, Niš</addr-line>
          ,
          <country country="RS">Serbia</country>
        </aff>
      </contrib-group>
      <fpage>101</fpage>
      <lpage>107</lpage>
      <abstract>
        <p>Gamification in the learning process refers to the integration of game elements and mechanics into educational activities and environments to improve engagement, motivation and learning outcomes. This approach to learning, which doesn't have to be strictly digital but can also refer to traditional forms of play, can be applied to art education, providing interactive and immersive experiences that engage individuals in creative exploration. The most prominent example are virtual art galleries that can be created so that individuals can explore and interact with artworks by different artists from different historical periods. They can engage in activities such as identifying artistic styles, analyzing artworks and answering quiz questions to progress through the gallery. Art trivia games are often an integral part of these virtual tours and are designed to test students' knowledge of art history, famous artists, art movements, and art techniques. Gamification can also weave storytelling elements into art learning experiences. Individual can engage in narratives that connect to artistic themes, historical contexts, or creative challenges. By immersing themselves in these stories, students can develop a deeper understanding of art and its relationship to culture, society, and personal expression. The aim of this research is to show and compare the impact of using traditional and video games in the process of learning in artistic fields. One of the examples that will be presented are the projects of the Museum of Vojvodina in Novi Sad, which in different ways, they made their permanent exhibition more interactive. The main conclusion of the research is that the connection between the game and the art itself was inseparable from its origin. Through art, one learns about the world and art is a testimony of past times, and since art is considered by many to be a game, then this work deals with a natural theme with two inseparable entities game and art.</p>
      </abstract>
      <kwd-group>
        <kwd>1 gamification</kwd>
        <kwd>knowledge</kwd>
        <kwd>games</kwd>
        <kwd>activity</kwd>
        <kwd>art</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Game-based Learning</title>
      <p>
        Game-based learning (GBL) provides a dynamic approach to everyday, seemingly monotonous,
cognitive activities for children and adults. By using interactive and entertaining content in teaching
materials and in different spheres of cognitive domains, they encourage the curiosity and creativity of
individuals or groups. Gamification is a process of using elements of games (traditional games or video
games) as an integral part of the learning process that aims to make learning itself an active process in
which the individual is not just a passive recipient of knowledge. The integration of modern technology
and gaming in the learning and education context is not a new concept, yet the broad spread of digital
game acceptance has attracted instructional designers, researchers, and educators to further explore
its potential [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>The main feature of game-based leaning is on practical experiences, in which participants are
involved in cognitive activities that include game elements, tactilely, they are in a direct relationship
with the materials that are part of the study. The very process of acquiring knowledge to a large extent
becomes individual and is directly related to the characteristics of the individual person. One of the
essential features of a game is that it provides enjoyment and provides constant feedback. When this
feature is transferred to learning, then the learning process itself becomes more interesting. Because
each individual will reach to the knowledge in different ways, with the help of their creativity and
imagination. The process of turning something into a game can also include a group of participants in
which each individual will contribute to solving the task in their own unique way. Joint participation in
solving a particular problem strengthens social interaction and teamwork.</p>
      <p>
        Some types of games whose elements can be applied to make learning more interesting are
educational games that turn a certain topic into exciting missions where lessons are intertwined with
adventure. In addition to traditional games (such as card games, various rebuses, puzzles) video games
are increasingly discussed in modern educational processes as an integral part of learning. The
difference between traditional games and video games is only reflected in the physical/virtual form
itself, the difference in the final outcome is almost negligible. When talking about educational games,
they are mostly classified as "serious games" because the very creation of educational games requires
the connection of several different fields into, which Sara de Freitas classified in computer sciences,
natural sciences and information sciences [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Role-playing scenarios reveal new perspectives and encourage empathy, which were dealt with by
a pioneer in educational game research James Paul Gee. Gee wrote down: I am mainly concerned with
the sorts of video games in which the player takes on the role of a fantasy character moving through an
elaborate world, solving various problems (violently or not), or in which the player builds and
maintains some complex entity, like an army, a city, or even a whole civilization [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In his work, Gee
examines whether students, if the material was in the form of a game, would devote enough time and
attention to solving games like problems when playing as thay play classic video game for fun. He
singled out three areas that are important in the development of video games: "situated cognition", New
Literacy Studies (which includes social and cultural practices with economic, historical and political
implications) and connectionism [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        The number one educational game for kids right now is Big Brain Academy [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] (Figure 1). It was
created to test and measure the mental skills of the user. The game's segmented into five different
categories of thought processes: think, memorize, analyze, compute, and identify, each with three
different activities attached to them [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. For adults it is in the first place of educational games Assassin's
Creed: Origins [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] (Figure 2). The plot is set in ancient Egypt, at the end of the Ptolemaic period, and
the player can learn a lot about that period, historically as well as visually, moving through a virtually
restored historical and geographical landscape. These are great examples of educational games, but they
are still an independent achievement, from which a lot can be learned. As these two are examples of
games as a whole, which works on its own, they cannot be directly incorporated into cognitive and
interactive processes, only their specific elements can be applied. Some of the games that can be actively
used are pantomime (Figure 3), bingo, quizzes with different topics...
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Game and Art</title>
      <p>
        It is necessary to make a distinction between games and art. Mostly when talking about game and
art, the game is considered a work of art, which is justified by the evolution of video games in recent
years. Of course, you should look back at classic video games like Tetris [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] or Super Mario [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], which
have been given the epithet of eternity, but the emphasis is on modern games that go beyond
conventional boundaries with their innovations and graphic solutions. The design of each level,
character and mutual interaction, which are no longer just for entertainment, are designed to provide a
superior aesthetic experience, which is one of the common features with works of art. The use of color,
lighting, and visual dramatic storytelling in games can evoke emotions similar to those evoked by
traditional art.
      </p>
      <p>
        A more essential and deeper relationship between games and art is how they can be united into a
single work. To make sense of artists’ games requires that we recognize that there is a difference
between games as entertainment and games as a medium [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. With the gamification method, elements
of video games can be added to a work of art, using new technologies, with the aim of creating an
interactive work of art. A large number of art institutions around the world have made their art
installations more accessible thanks to virtual galleries and walks through them. This was the first step
in bringing classic museum settings closer to the current audience, which perceives the reality around
them mainly with the help of smart devices. A further step in the realization of the idea of bringing art
closer to the audience is the upgrade of the virtual walk with opportunities to interact with the
installation. We have the example of a professor Charisios Achills who with his team did a virtual
mapping of the Petranola Cave in Greece, with elements of interaction with the paleontological objects
originally discovered in it. This project is called Cave3 [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] aims to enrich visitors' experience and
educate a wider audience. The ARTECH Project [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] of the permanent collection of Teloglion Fine Arts
Foundation in Thessaloniki, Greece, under the guidance of professors Christos Vlachokostas uses a
multimedia educational application with games such as classic questions with offered answers or even
more interestingly, it offers the possibility that the visitor, through the virtual process, participates in
the conservation of works of art. Players make decisions and shape outcomes.
      </p>
      <p>
        In contrast to these two examples of the combination of video games and art, which are based on
visual reality with the addition of virtual elements, we have an example of the combination of game
and art that is primarily visually virtual with real information from the real world. Tate Worlds [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], a
project created by Tate Galleries is completely gamified and virtual. The project consists of specially
created maps for Minecraft [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] gaming platform and involves the transposition of several artworks
from the Tate collection into the virtual world of a video game. These maps are made by The Common
People and of the eight selected works, three have been realized so far. Tate Worlds games are available
to existing Minecraft players and can be downloaded for free [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        We have an example of a painting which was done by the famous artist Christopher Nevinson, and
his The Soul of the Soulless City (Figure 4). In the Minecraft game version of the painting (Figure 5),
we are greeted by the avatar of the artist Christopher Nevinson (Figure 6) and you can start exploring
the image by playing the map [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Interactive Exhibition of the Museum of Vojvodina in Novi Sad</title>
      <p>
        The Museum of Vojvodina in Novi Sad is a leader in the process of digitalizing movable objects of
cultural heritage in our country. It covers the subject from the Paleontological period until the end of
the Second World War. The unique blend of Serbian, Hungarian, Slovak, Romanian and other
influences in the region is beautifully displayed through art, historical documents and objects from
everyday life. The Museum of Vojvodina is not only a repository of artifacts from the past, but an
institution that involves visitors in actively exploring the exhibition. Museum experiance become more
personal and individual rather than standard and generic [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. A special branch of the museum
represents the Department for Pedagogical Work, which gave it the important role of an educational
center.
      </p>
      <p>
        Interactive approaches, multimedia presentations and interesting workshops involve all generations
to actively participate in discovering the past. This dynamic approach transforms history and revives
the approach and dialogue between exhibits and visitors. An innovative approach to telling history, like
the animated adventure series of Mouse Haralampi [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] (Figure 7) crator of this idea is Sladjana
Velendecic and the form of this adventure of the mouse and the stories he tells us are two minutes long.
Then Muzejska e-Sveznalic@ [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] is an application for smart devices that, with the help of virtual
guides, we can learn a lot about facts related to museum objects, as well as the Golden Helmet - an
interactive comic in augmented reality [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] which by means of a narrative approach we can find out
the whole process of the discovery of the Golden Helmet (Figure 8), one of the most famous museum
exhibits (out of three found), gives us a vivid insight into the stories of the objects themselves. The
museum's multimedia approaches allow us to become active participants in its narratives, empowering
and shaping the learning path.
      </p>
      <p>
        The Museum of Vojvodina is an example of how technology and its expressive possibilities merge
with history. History is not a distant memory, intangible, but we can tangibly participate with it in the
present moment, in a way that textbooks cannot. Current developments in museums prompt us to reflect
on how we relate to the past in a digital culture [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. The museum's multimedia presentations go beyond
the physical boundaries of the institution. With one click of a button, you can access additional
materials, delve deeper into certain topics, or virtually revisit museum ones. This digital extension
ensures that the museum's impact extends far beyond its physical space, reaching a global audience.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion</title>
      <p>Gamification in the learning process in artistic fields is mainly related to the notion of play,
interactivity and knowledge. This paper presents the basic concepts of games in the learning process,
then examples of games and art, and an example of the application of gamified works of art in our
country. During the research itself, it was necessary to distinguish between the two concepts of play
and art. Since the features are quite similar, the freedom of expression and the individual formation of
the final image, it was necessary to point out their differences in some places. Those differences were
mostly certain nuances regarding the perception of play and art as separate groups that should have
been bridged by the perception of their mutual interweaving.</p>
      <p>This area of presentation and their educational feature in the understanding of works of art is still
young and has a lot of opportunities to continue to be upgraded. This upgrade, in addition to being able
to apply to the entire art collection, is interesting because it has two separate visual effects, whether a
certain object will be realistically displayed with some game elements, or whether that art object will
be completely transformed through the aesthetic domain of games with elements from the real world.</p>
    </sec>
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