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Replaying history: Learning world history through playing 'Civilization III'.

机译:重播历史:通过玩“文明III”来学习世界历史。

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摘要

Digital games is an emerging entertainment medium that an increasing number of educators are examining as tools for engaging learners. Yet, few models exist for how to use contemporary gaming media in formal learning environments. A commercial historical computer strategy game such as Civilization III is an intriguing artifact to examine in classroom contexts because of its wide appeal, design sophistication, and unique affordances as a world history simulation. Civilization III represents world history not as a story of colonial domination or western expansion, but as an emergent process arising from overlapping, interrelated factors.; The purpose of this study is to explore what happens when Civilization III, a complex computer game developed in entertainment contexts enters formal learning environments. This dissertation presents three naturalistic case studies in which Civilization III was used as the basis for a unit on world history in urban learning environments. I examine how the game engaged players, the social interactions that occur, how understandings emerge, and what role game play serves in mediating students' understandings.; In all three cases, engagement was a complex process of appropriation and resistance, whereby the purposes of game play was negotiated among students' identities, classroom goals, and the affordances of Civilization III. Civilization III engaged each student in unique ways, and this engagement affected the kinds of questions students asked of their games, the kinds of conceptual understandings that arose through game play, and the interpretations they made about history. History and geography became tools for game play and successful students developed conceptual understandings across world history, geography, and politics. These cases suggest the potential for using simulation games in world history education, but also the significant, unsolved challenges in integrating such a complex game within classroom settings.
机译:数字游戏是一种新兴的娱乐媒体,越来越多的教育者正在将其视为吸引学习者的工具。但是,关于如何在正式学习环境中使用当代游戏媒体的模型很少。商业历史计算机策略游戏(例如Civilization III)是一种有趣的工具,可以在教室环境中进行检查,因为它具有广泛的吸引力,精巧的设计以及作为世界历史模拟的独特功能。文明三世不是将世界历史描述为殖民统治或西方扩张的故事,而是由重叠,相互关联的因素引起的新兴过程。这项研究的目的是探讨“文明III”(一种在娱乐环境中开发的复杂计算机游戏)进入正式的学习环境会发生什么情况。本文提出了三个自然主义案例研究,其中以《文明三》作为城市学习环境中世界历史单元的基础。我研究了游戏如何吸引玩家,如何进行社交互动,如何形成理解,以及游戏在调解学生的理解中所起的作用。在所有这三种情况下,参与都是一个复杂的拨款和抵制过程,在此过程中,要根据学生的身份,课堂目标和《文明三》的收费标准来协商游戏的目的。 《文明三》以独特的方式吸引每个学生,并且这种参与影响了学生对游戏提出的问题种类,通过玩游戏而产生的概念性理解以及他们对历史的解释。历史和地理成为游戏的工具,成功的学生对世界历史,地理和政治有了概念上的理解。这些案例说明了在世界历史教育中使用模拟游戏的潜力,但是在将这种复杂的游戏集成到教室环境中时,也面临着巨大而尚未解决的挑战。

著录项

  • 作者

    Squire, Kurt D.;

  • 作者单位

    Indiana University.;

  • 授予单位 Indiana University.;
  • 学科 Education Technology.; Education Social Sciences.
  • 学位 Ph.D.
  • 年度 2004
  • 页码 503 p.
  • 总页数 503
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 社会科学教育与普及;
  • 关键词

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