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Storification In History Education: A Mobile Game In And About Medieval Amsterdam

机译:历史教育中的存储化:中世纪阿姆斯特丹及其附近的手机游戏

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摘要

A mobile and multimedia game designed for History education was analyzed in terms of how it is designed and how it was applied as a narrative learning environment. In History education, narrative can be argued to be very useful to overcome fragmentation of the knowledge of historical characters and events, by relating these with meaningful connections of temporality and sequence (storification). In the game studied, students explore the history of Amsterdam by walking in the city, experiencing characters, buildings, and events, while using UMTS/GPS phones for communication and exchange of information. The History game was played during one day by 216 students, spread over 10 secondary school classes, in groups of four or five students. All information exchanged during the games was collected, and the game play and introduction of the game was observed by team coaches and researchers. The design of the game as well as the actual gaming process was analyzed with respect to how it evoked three types of storification: receiving (spectator), constructing (director) and participating in (actor) the story. Results show that the game evoked a mixture of these three types of storification. Moreover, these types of storification processes differently affected students' engagement. Participating in the story evoked high activity in the game but less awareness of the whole story, whereas constructing the story triggered awareness of the whole story. Compared to receiving the story, both these types positively affected the engagement of the students being active and motivated during the game.
机译:分析了为历史教育设计的移动和多媒体游戏的方式,以及如何将其设计为叙述性学习环境。在历史教育中,通过将叙事与时间和顺序的有意义的联系(叙事化)联系起来,可以说叙事对于克服历史人物和事件知识的碎片化非常有用。在所研究的游戏中,学生通过在城市中行走,体验人物,建筑物和事件,同时使用UMTS / GPS手机进行通信和信息交换,探索阿姆斯特丹的历史。历史游戏一天有216名学生在一天的比赛中进行,分布在10个中学课程中,每班4至5个学生。收集了比赛期间交换的所有信息,并由团队教练和研究人员观察了比赛的进行和游戏的介绍。分析了游戏的设计以及实际的游戏过程,从而引发了三种分类:接收(观众),构建(导演)和参与(演员)故事。结果表明,游戏引发了这三种类型的混合化。此外,这些类型的分类过程会不同地影响学生的参与度。参与故事引发了游戏中的高活动性,但对整个故事的了解较少,而构建故事则触发了对整个故事的认识。与接收故事相比,这两种类型都正面影响了游戏中活跃和有动力的学生的参与度。

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