Ancient History, what for? Possibilities between Teaching and Entertainment through digital games

Detalhes bibliográficos
Autor(a) principal: Rossi, Andrea Lucia Dorini de Oliveira Carvalho
Data de Publicação: 2021
Outros Autores: Bondioli, Nelson de Paiva
Tipo de documento: Artigo
Idioma: por
eng
Título da fonte: Acta Scientiarum. Education (Online)
Texto Completo: https://periodicos.uem.br/ojs/index.php/ActaSciEduc/article/view/53951
Resumo: There are several visions and proposals concerning the ways – and the content – to approach teaching History in schools, although it is possible to assert that there is one important consensus among the specialists: Teaching History is much more than simply teach ‘dates’ and ‘events’ expecting students to memorize them, but rather it is about working towards the development of the critical-analytical tools of the students, as well as other different transferable skills and abilities, useful in different situations of quotidian life. Based on this understanding, it is possible to see how History and its processes of learning open themselves to a myriad of possibilities and tools, especially those made available by the advances and the development of digital technologies, increasingly ubiquitous. In this sense, the present article aims at, specifically, discussing the possibilities of teaching Ancient History through digital games. Bearing that in mind, two discussions are presented concerning, first, the theoretical discussions on historical literacy – and the concepts of historicity, temporality and historical conscience – and second, the role of the entertainment industry in relation to these discussions. Concerning this last element, it will be sought to present a commentary on the articulation of the possibilities of working towards a historical education, starting from an analysis of textual and graphical narratives of games, such as Assassin's Creed Origins, developed by Ubisoft.
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spelling Ancient History, what for? Possibilities between Teaching and Entertainment through digital games¿Historia antigua para qué? Posibilidades entre la enseñanza y el entretenimiento a través de juegos digitales História Antiga para quê? Possibilidades entre Ensino e Entretenimento por meio de jogos digitaishistory teaching; ancient history; entertainment; basic education; historicity; historical literacy; gamification.enseñanza de la historia; historia antigua; entretenimiento; historicidad; alfabetización histórica; gamificación.ensino de história; história antiga; entretenimento; historicidade; literacia histórica; gamificação.There are several visions and proposals concerning the ways – and the content – to approach teaching History in schools, although it is possible to assert that there is one important consensus among the specialists: Teaching History is much more than simply teach ‘dates’ and ‘events’ expecting students to memorize them, but rather it is about working towards the development of the critical-analytical tools of the students, as well as other different transferable skills and abilities, useful in different situations of quotidian life. Based on this understanding, it is possible to see how History and its processes of learning open themselves to a myriad of possibilities and tools, especially those made available by the advances and the development of digital technologies, increasingly ubiquitous. In this sense, the present article aims at, specifically, discussing the possibilities of teaching Ancient History through digital games. Bearing that in mind, two discussions are presented concerning, first, the theoretical discussions on historical literacy – and the concepts of historicity, temporality and historical conscience – and second, the role of the entertainment industry in relation to these discussions. Concerning this last element, it will be sought to present a commentary on the articulation of the possibilities of working towards a historical education, starting from an analysis of textual and graphical narratives of games, such as Assassin's Creed Origins, developed by Ubisoft.Hay varias visiones y propuestas sobre las formas - y los contenidos - de abordar la enseñanza de la Historia en las escuelas, aunque es posible afirmar que hay un consenso importante entre los especialistas: la enseñanza de la Historia es mucho más que simplemente enseñar ‘fechas’ y ‘eventos’ esperando que los estudiantes los memoricen, sino que se trata de trabajar por el desarrollo de las herramientas crítico-analíticas de los estudiantes, así como otras diferentes habilidades y destrezas transferibles, útiles en diferentes situaciones de la vida cotidiana. A partir de esta comprensión, es posible ver cómo la Historia y sus procesos de aprendizaje se abren a un sinfín de posibilidades y herramientas, especialmente las puestas a disposición debido los avances y el desarrollo de las tecnologías digitales, cada vez más omnipresentes. En este sentido, el presente trabajo tiene como objetivo, específicamente, discutir las posibilidades de enseñar Historia Antigua a través de juegos digitales. Teniendo esto en cuenta, se presentan dos discusiones sobre, primero, las discusiones teóricas sobre alfabetización histórica - y los conceptos de historicidad, temporalidades y conciencia histórica - y segundo, el papel de la industria del entretenimiento en relación a estas discusiones. En cuanto a este último elemento, se buscará presentar un comentario sobre la articulación de las posibilidades de trabajar una educación histórica, a partir de un análisis de narrativas textuales y gráficas de juegos, como Assassin's Creed Origins, desarrollado por Ubisoft.Há uma série de visões e propostas sobre as formas – e o conteúdo - para se abordar o ensino de História nas escolas, embora possamos afirmar que existe já um ponto pacífico / consensual entre os mais diversos especialistas: Ensinar história é muito mais do que passar ‘datas’ e ‘fatos’ para os estudantes decorarem, mas sim sobre se trabalhar a construção do ferramental crítico-analítico dos estudantes, bem como uma série de outras habilidades, transferíveis também para outros momentos de sua vida cotidiana. A partir deste entendimento, observamos que a História e seus processos de ensino-aprendizagem se abrem para uma miríade de possibilidades e ferramentas, sobretudo, aquelas disponibilizadas pelos avanços e desenvolvimento das tecnologias digitais, cada vez mais onipresentes. Nesse sentido, o presente artigo tem como objetivo específico discutir as possibilidades de ensino de História Antiga por meio de jogos digitais. Para tanto, apresentamos duas argumentações que se pautam, primeiro nas discussões conceituais de literacia histórica - e os conceitos de historicidade, temporalidade e consciência histórica - e segundo sobre o papel da indústria do entretenimento junto a essas discussões. Nesse último quesito, buscaremos comentar a articulação entre as possibilidades de desenvolvimento de uma educação histórica, a partir de uma análise das narrativas textuais e gráficas de jogos como, por exemplo, Assassin's Creed Origins, desenvolvido pela Ubisoft.  Universidade Estadual de Maringá2021-08-06info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/pdfhttps://periodicos.uem.br/ojs/index.php/ActaSciEduc/article/view/5395110.4025/actascieduc.v43i0.53951Acta Scientiarum. Education; Vol 43 (2021): Ed. Especial; e53951Acta Scientiarum. Education; v. 43 (2021): Ed. Especial; e539512178-52012178-5198reponame:Acta Scientiarum. Education (Online)instname:Universidade Estadual de Maringá (UEM)instacron:UEMporenghttps://periodicos.uem.br/ojs/index.php/ActaSciEduc/article/view/53951/751375152515https://periodicos.uem.br/ojs/index.php/ActaSciEduc/article/view/53951/751375152635Copyright (c) 2021 Acta Scientiarum. Educationhttps://creativecommons.org/licenses/by-nc/4.0info:eu-repo/semantics/openAccessRossi, Andrea Lucia Dorini de Oliveira CarvalhoBondioli, Nelson de Paiva2021-09-21T13:26:13Zoai:periodicos.uem.br/ojs:article/53951Revistahttp://www.periodicos.uem.br/ojs/index.php/ActaSciEduc/indexPUBhttps://periodicos.uem.br/ojs/index.php/ActaSciEduc/oaiactaeduc@uem.br||2178-52012178-5198opendoar:2021-09-21T13:26:13Acta Scientiarum. Education (Online) - Universidade Estadual de Maringá (UEM)false
dc.title.none.fl_str_mv Ancient History, what for? Possibilities between Teaching and Entertainment through digital games
¿Historia antigua para qué? Posibilidades entre la enseñanza y el entretenimiento a través de juegos digitales
História Antiga para quê? Possibilidades entre Ensino e Entretenimento por meio de jogos digitais
title Ancient History, what for? Possibilities between Teaching and Entertainment through digital games
spellingShingle Ancient History, what for? Possibilities between Teaching and Entertainment through digital games
Rossi, Andrea Lucia Dorini de Oliveira Carvalho
history teaching; ancient history; entertainment; basic education; historicity; historical literacy; gamification.
enseñanza de la historia; historia antigua; entretenimiento; historicidad; alfabetización histórica; gamificación.
ensino de história; história antiga; entretenimento; historicidade; literacia histórica; gamificação.
title_short Ancient History, what for? Possibilities between Teaching and Entertainment through digital games
title_full Ancient History, what for? Possibilities between Teaching and Entertainment through digital games
title_fullStr Ancient History, what for? Possibilities between Teaching and Entertainment through digital games
title_full_unstemmed Ancient History, what for? Possibilities between Teaching and Entertainment through digital games
title_sort Ancient History, what for? Possibilities between Teaching and Entertainment through digital games
author Rossi, Andrea Lucia Dorini de Oliveira Carvalho
author_facet Rossi, Andrea Lucia Dorini de Oliveira Carvalho
Bondioli, Nelson de Paiva
author_role author
author2 Bondioli, Nelson de Paiva
author2_role author
dc.contributor.author.fl_str_mv Rossi, Andrea Lucia Dorini de Oliveira Carvalho
Bondioli, Nelson de Paiva
dc.subject.por.fl_str_mv history teaching; ancient history; entertainment; basic education; historicity; historical literacy; gamification.
enseñanza de la historia; historia antigua; entretenimiento; historicidad; alfabetización histórica; gamificación.
ensino de história; história antiga; entretenimento; historicidade; literacia histórica; gamificação.
topic history teaching; ancient history; entertainment; basic education; historicity; historical literacy; gamification.
enseñanza de la historia; historia antigua; entretenimiento; historicidad; alfabetización histórica; gamificación.
ensino de história; história antiga; entretenimento; historicidade; literacia histórica; gamificação.
description There are several visions and proposals concerning the ways – and the content – to approach teaching History in schools, although it is possible to assert that there is one important consensus among the specialists: Teaching History is much more than simply teach ‘dates’ and ‘events’ expecting students to memorize them, but rather it is about working towards the development of the critical-analytical tools of the students, as well as other different transferable skills and abilities, useful in different situations of quotidian life. Based on this understanding, it is possible to see how History and its processes of learning open themselves to a myriad of possibilities and tools, especially those made available by the advances and the development of digital technologies, increasingly ubiquitous. In this sense, the present article aims at, specifically, discussing the possibilities of teaching Ancient History through digital games. Bearing that in mind, two discussions are presented concerning, first, the theoretical discussions on historical literacy – and the concepts of historicity, temporality and historical conscience – and second, the role of the entertainment industry in relation to these discussions. Concerning this last element, it will be sought to present a commentary on the articulation of the possibilities of working towards a historical education, starting from an analysis of textual and graphical narratives of games, such as Assassin's Creed Origins, developed by Ubisoft.
publishDate 2021
dc.date.none.fl_str_mv 2021-08-06
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dc.identifier.uri.fl_str_mv https://periodicos.uem.br/ojs/index.php/ActaSciEduc/article/view/53951
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https://periodicos.uem.br/ojs/index.php/ActaSciEduc/article/view/53951/751375152635
dc.rights.driver.fl_str_mv Copyright (c) 2021 Acta Scientiarum. Education
https://creativecommons.org/licenses/by-nc/4.0
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rights_invalid_str_mv Copyright (c) 2021 Acta Scientiarum. Education
https://creativecommons.org/licenses/by-nc/4.0
eu_rights_str_mv openAccess
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application/pdf
dc.publisher.none.fl_str_mv Universidade Estadual de Maringá
publisher.none.fl_str_mv Universidade Estadual de Maringá
dc.source.none.fl_str_mv Acta Scientiarum. Education; Vol 43 (2021): Ed. Especial; e53951
Acta Scientiarum. Education; v. 43 (2021): Ed. Especial; e53951
2178-5201
2178-5198
reponame:Acta Scientiarum. Education (Online)
instname:Universidade Estadual de Maringá (UEM)
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reponame_str Acta Scientiarum. Education (Online)
collection Acta Scientiarum. Education (Online)
repository.name.fl_str_mv Acta Scientiarum. Education (Online) - Universidade Estadual de Maringá (UEM)
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