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'You weren't doing what you would actually do, you were doing what people wanted you to do': A study of historical empathy in a digital history game

机译:“您没有做您想做的事,而是在做人们想要您做的事”:在数字历史游戏中对历史移情的研究

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摘要

Historical empathy connotes "perspective taking-in-historical-context," or explaining the intentions that motivated behavior within a framework of beliefs, values, and institutions, among other factors, as they existed at some time and in some place, rather than through contemporary norms and perspectives. As a construct, historical empathy is difficult to achieve.;This mixed method study explored 38 middle students' experiences of historical empathy in a digital history game. As an interactive medium that provides feedback, video games might be effective tools with which to help learners become better historical thinkers. The goal of the study was to learn more about the relationship between player agency and achieving perspective taking.;I hypothesized that three factors might influence players' achievement of historical empathy in the game: prior knowledge, theory of mind (or social understanding), and game play. After operationalizing knowledge using a multiple-choice test and theory of mind using participants' open-ended responses to questions about two ambiguous social scenarios, I sorted students into high and low knowledge and social understanding groups. I operationalized historical empathy using player think-aloud statements and responses to interview questions. The results of two Fisher's exact tests revealed a positive association between prior knowledge and historical empathy and no association between historical empathy and theory of mind. The effect size for the first finding is small, but warrants additional investigation, and the second finding suggests the way theory of mind was operationalized was too broad.;Analysis of player statements suggested that, for at least half the participants, the ways in which they engaged in role-play and strategy complicated historical perspective taking, as some evidenced "slippage" between their historical player-character and themselves when reasoning through problems. Thus, role-playing games might encourage "human connection" with the past, while simultaneously making "objective" accounts more difficult.;The conclusions suggest that history teachers might use games following direct instruction such that students are prepared to contextualize game events. Further, game designers should anticipate "slips" between players' real-world identities and player-character identities and design constraints that can push back on---without stifling---players' "presentist" assumptions.
机译:历史同理意味“透视历史情境”,或解释意图是在信念,价值观和制度等因素的框架内激励行为的意图,因为它们存在于某个时间和某个地方,而不是通过某种方式存在。当代规范和观点。作为一种构造,很难实现历史同理心。;这种混合方法研究在数字历史游戏中探索了38位中学生的历史同情心。作为提供反馈的交互式媒体,视频游戏可能是有效的工具,可以帮助学习者成为更好的历史思想家。该研究的目的是更多地了解玩家代理与实现观点采择之间的关系。我假设三个因素可能会影响玩家在游戏中实现历史同理心:先验知识,心理理论(或社会理解),和游戏。在使用多项选择测试操作了知识并使用参与者对两个模棱两可的社会情景的问题的开放式答案来操作了心理理论之后,我将学生分为高知识和低知识以及社会理解组。我使用玩家的思考能力陈述和对访谈问题的回答来实现历史移情。费舍尔(Fisher)的两次精确检验的结果表明,先验知识与历史同理之间存在正相关,而历史同理和心理理论之间无相关关系。第一个发现的效应量很小,但是有待进一步研究,第二个发现表明心理理论的运作方式太广泛了;对玩家陈述的分析表明,至少有一半的参与者认为,他们从事角色扮演和策略方面的复杂历史视角研究,因为一些历史证据表明,在通过问题进行推理时,他们的历史角色与他们之间会“滑倒”。因此,角色扮演游戏可能会鼓励与过去的“人际关系”,同时使“客观”的叙述更加困难。结论表明,历史老师可能会在直接指导下使用游戏,以便学生准备将游戏事件情境化。此外,游戏设计人员应预期玩家真实世界身份与玩家角色身份之间的“滑移”以及设计约束,这些约束可以推回(而不会窒息)玩家的“呈现者”假设。

著录项

  • 作者

    Diamond, James.;

  • 作者单位

    New York University.;

  • 授予单位 New York University.;
  • 学科 Educational technology.;History.;Social sciences education.
  • 学位 Ph.D.
  • 年度 2012
  • 页码 385 p.
  • 总页数 385
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:43:11

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