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Museums, games, and historical imagination: student responses to a games-based experience at the Australian National Maritime Museum

机译:博物馆,游戏和历史想象力:学生对澳大利亚国家海事博物馆基于游戏的体验的回应

摘要

Digital games feature prominently in discussions concerning the ways museums might reimagine themselves—and best serve their audiences—in an increasingly digital age. Questions are increasingly asked about the opportunities various games might provide to foster historical imagination, and, in this process, contribute to the curation, construction and dissemination of knowledge: goals central to the work of modern museums. This paper reports on the experiences and perceptions of three groups of year 9 students (aged 14-15) as they engaged with one purpose built digital game—called The Voyage— at the Australian National Maritime Museum in 2015. The researchers sought students’ feedback on the strengths, weakness and possibilities associated with using games in museum contexts (rather than at home, or at school). In presenting students’ perspectives and their associated recommendations, the paper provides vital end-user input into considerations about how museums might maximize the potential of digital games, to enhance historical awareness and understanding, build links to formal curriculum, and strengthen partnerships between schools and museums.
机译:在越来越多的数字时代,关于博物馆如何重新构想自己并最好地为观众服务的讨论中,数字游戏尤为突出。人们越来越多地问各种游戏可能提供的机会,以培养历史想象力,并在此过程中促进策展,构建和传播知识:现代博物馆工作的核心目标。本文报告了三组9年级学生(14至15岁)在2015年在澳大利亚国家海事博物馆使用一种专门制作的数字游戏《航程》时的经历和看法。研究人员寻求学生的反馈有关在博物馆环境(而不是在家或在学校)中使用游戏的优势,劣势和可能性的信息。在介绍学生的观点及其相关建议时,本文提供了重要的最终用户意见,供他们考虑博物馆如何最大程度地发挥数字游戏的潜力,增强历史意识和理解力,建立与正规课程的联系以及加强学校与学校之间的伙伴关系。博物馆。

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