Designing and Using Digital Games as Historical Learning Contexts for Primary School Classrooms

Jfv Hiriart
{"title":"Designing and Using Digital Games as Historical Learning Contexts for Primary School Classrooms","authors":"Jfv Hiriart","doi":"10.4324/9780429345616-3","DOIUrl":null,"url":null,"abstract":"In the last decades, digital games based on historical themes or settings have become an important form of historical engagement. In many ways, this new way to connect with the past presents unique characteristics, different from previous forms of historical mediation. In spite of growing academic interest in using game technologies for historical purposes, evidenced by a growing number of publications and conferences dedicated to this topic, still many questions regarding the representational appropriateness, educational effectiveness, and practical implementation of historical games in formal educational settings remain unclear. This chapter conducts an analysis of the potential of digital games as a new form of historical media. This study adopts a practice-based approach, relying on the iterative development of a series of game prototypes built with the intention of representing life in Early Medieval England. During their development, the prototypes were presented and analysed by experts from relevant fields, moving to implementation in a primary school classroom at a later stage. Drawing from this process, the research has contributed to gain a better understanding of the theoretical issues involved in the design and implementation of historical game-based learning methodologies, making empirical connections between educational theory, historical learning, and game design.","PeriodicalId":179762,"journal":{"name":"Historia Ludens","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2019-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Historia Ludens","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4324/9780429345616-3","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

In the last decades, digital games based on historical themes or settings have become an important form of historical engagement. In many ways, this new way to connect with the past presents unique characteristics, different from previous forms of historical mediation. In spite of growing academic interest in using game technologies for historical purposes, evidenced by a growing number of publications and conferences dedicated to this topic, still many questions regarding the representational appropriateness, educational effectiveness, and practical implementation of historical games in formal educational settings remain unclear. This chapter conducts an analysis of the potential of digital games as a new form of historical media. This study adopts a practice-based approach, relying on the iterative development of a series of game prototypes built with the intention of representing life in Early Medieval England. During their development, the prototypes were presented and analysed by experts from relevant fields, moving to implementation in a primary school classroom at a later stage. Drawing from this process, the research has contributed to gain a better understanding of the theoretical issues involved in the design and implementation of historical game-based learning methodologies, making empirical connections between educational theory, historical learning, and game design.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
设计和使用数字游戏作为小学课堂的历史学习背景
在过去的几十年里,基于历史主题或背景的数字游戏已经成为一种重要的历史体验形式。在许多方面,这种与过去联系的新方式呈现出独特的特征,不同于以往的历史调解形式。尽管学术界对将游戏技术用于历史目的的兴趣越来越大,越来越多的出版物和会议都致力于这一主题,但关于历史游戏在正式教育环境中的代表性适当性、教育有效性和实际执行的许多问题仍然不清楚。这一章分析了数字游戏作为一种新的历史媒体形式的潜力。本研究采用基于实践的方法,基于一系列游戏原型的迭代开发,这些原型旨在呈现中世纪早期英格兰的生活。在开发过程中,相关领域的专家对原型进行了介绍和分析,并在随后的阶段在小学课堂上实施。从这一过程中,该研究有助于更好地理解基于历史游戏的学习方法的设计和实施所涉及的理论问题,并在教育理论、历史学习和游戏设计之间建立经验联系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Ye Olde FAQ Grand Theft Longboat Play as a Technique for History in Higher Education Designing and Using Digital Games as Historical Learning Contexts for Primary School Classrooms Modern Warfare
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1