Ghana: History and Culture


Elmina Fort Virtual Tour - Cultural Heritage and the Preservation of African History

Until five years ago, tours of Southern plantations only led visitors through the rooms inhabited by the slave owners. When on such a tour ten years ago, I was shushed and glared at by the tour leader. In recent years, however, things have begun to turn around. Tours of former plantations in the American South have begun to add information about the lives of the slaves who made the lives of ease and luxury possible. In some cases, the tours given by the Historic Charleston Foundation spend as much time in the slave quarters as in the big houses.

Nearly all the current 3D Digital Humanities historical preservation projects are built around widely known and highly celebrated places. For example, there exist finished or partial completed 3D digital models of Renaissance palaces, the Roman Coliseum, the Biblical city of Tal Afar, and the ancient city of Palmyra. Given the time, money and personnel necessary to complete such projects, these 3D model builders opted for recreating cultural heritage sites with pleasing and appealing histories. Their calculations seem to have been correct, since those projects have easily found large funding from national organizations. However, these digital historians reconstructed cultural heritage buildings in order to regale their audiences with tales of the wealthy and powerful who like the southern plantation owners enjoyed the fruits of slave labor.

Professors El Zarki and Seed at the University of California-Irvine saw the politics of digital cultural preservation differently. We believed that with the exception of the pyramids, African buildings and African subjects were absent in the world of heritage initiatives. Since the European world had profited tremendously from its overseas colonies, we believed that it was important to recreate a building that would serve as a reminder of the colonial rule. That building should both represent colonial rule as well as serving as a reminder of how much of European and American economic success depended upon the slave trade. The slave forts were the places where Europeans and Africans crossed paths daily. But it was also the place where African slaves were imprisoned prior to their removal from Africa.

Over the last four years, we built a complete 3D model of the oldest slave fort in Africa, a place originally completed in 1482, and which exists to this day. Saint George Elmina (originally São Jorge da Mina) is also one of the largest forts in West Africa. Our model, complete with interactive era tours (tour the fort as it is now or how it was under Dutch occupation), and augmented virtuality, is available for inspection on a fast internet connection, or for download under a CreativeCommons license.

Sanfoka Game - A Cultural Heritage Edugame

There are many ways to learn about another culture, but the most in-depth method of learning includes the opportunity to visit a country and live among its people for an extended period of time. Such opportunities remain out of reach for most people and are not practical when addressing pedagogy in school aged children.  For most, learning usually entails going to classrooms and attending lectures, visiting museums, seeing and reading about people and objects online. A brilliant teacher or speaker can communicate enthusiasm and interest in a subject, but that learning is restricted to those fortunate enough to be present during the lecture. Seeing a folktale staged in a theater, or watching it in a movie or even listening to it in a library or classroom allows for momentary enjoyment and delight, but the experience is often fleeting and quickly dissipates, especially with younger audiences. Seeing performances, going to museums, listening to folktales are all valuable experiences, each of these has their advantages. but all ultimately fail to draw a young mind into a broader understanding of the cultural logics of a society.

Recent advances in the pedagogy of cultural learning and communication have created new and unprecedented ways of getting the attention of students. One of the most exciting and effective means is to involve students in the process of learning through dynamic engagement using video games. Immersing oneself in a 3D virtual environment, or engaging with a space via augmented reality has a much more profound effect on the learning experience.

Using serious games for cultural heritage education allows students to follow a character, solve puzzles and defeat challenges in ways that are both familiar and unfamiliar at the same time.  The ways of moving a character/interacting with a character in virtual space, are all intimately familiar to younger generations. Although the mechanics of game play remain familiar, the cultural logics needed to solve the puzzles in cultural heritage games are deeply embedded in ways of thinking that would be found in the communities that are being presented. In effect, computer games can provide access to cultural logics in ways that other methods cannot.