Using Assassin's Creed: Odyssey to teach Olympia as part of the Classical Civilisation A Level

IF 0.2 N/A CLASSICS Journal of Classics Teaching Pub Date : 2024-05-02 DOI:10.1017/s2058631024000400
Vlada Oulitskaia
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Abstract

This study looks at the effective use of Assassin's Creed: Odyssey to teach Greek Religion at A Level. A focus of this study is to identify good teaching practice in using this tool to improve source recall as well as pupils’ ability to use these sources to support evaluation. A recent blog post on Quinquennium highlighted the potential for this game to be used as a teaching tool (Hinde, 2019), while its educational potential has also been promoted by the developers releasing a Discovery Tour version as a ‘game mode for educational purposes’ which acts as a ‘living museum’ (Ubisoft, 2021). While the development of educational tools for this franchise is fairly recent, the use of video games in education is established, with games like Oregon Trail being used as early as the 1980s (Buday et al., 2012, 259). Moreover, the fundamental ideas behind the use of video games, such as the player engaging in some form of virtual dialogue with the creator, is one which can be traced back to Vygotsky's ideas of learning as a socio-cultural phenomenon (1978). For example, by reacting to stimuli in the game, the player is engaging in a dialogue with the historian or game developer who created the initial stimulus, after which the game responds in turn, thereby engaging with the player's actions. Furthermore, the idea of reward or punishment for certain actions within an educational game is also drawing on behaviourist theories of education, whereby a pupil is conditioned via in-game tokens for recall of knowledge. Indeed, this is one of the ways in which game developers encourage game addiction (Vu, 2017, 1).
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使用《刺客信条:奥德赛》教授奥林匹亚作为古典文明 A 级课程的一部分使用《刺客信条:奥德赛》教授奥林匹亚作为古典文明 A 级课程的一部分
本研究探讨了如何有效利用《刺客信条:奥德赛》在 A 级课程中教授希腊宗教:奥德赛》来教授 A 级希腊宗教课程。本研究的一个重点是找出使用该工具提高资料回忆能力的良好教学实践,以及学生使用这些资料支持评价的能力。最近一篇关于《Quinquennium》的博文强调了这款游戏作为教学工具的潜力(Hinde, 2019),而其教育潜力也得到了开发者的推广,他们发布了一个 "探索之旅 "版本,作为 "教育目的的游戏模式",该版本就像一个 "活的博物馆"(Ubisoft, 2021)。虽然为该系列游戏开发教育工具是最近的事,但视频游戏在教育中的应用却早已有之,早在 20 世纪 80 年代,《俄勒冈之旅》等游戏就已被使用(Buday et al.)此外,使用电子游戏背后的基本思想,如玩家与创作者进行某种形式的虚拟对话,可以追溯到维果斯基关于学习是一种社会文化现象的思想(1978 年)。例如,通过对游戏中的刺激做出反应,玩家正在与创造初始刺激的历史学家或游戏开发者进行对话,之后游戏也会反过来做出反应,从而与玩家的行为进行互动。此外,在教育游戏中对某些行为进行奖励或惩罚的理念也借鉴了行为主义教育理论,即通过游戏中的代币对学生的知识记忆进行调节。事实上,这也是游戏开发者鼓励游戏成瘾的方法之一(Vu,2017,1)。
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来源期刊
CiteScore
0.30
自引率
0.00%
发文量
59
审稿时长
24 weeks
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