Ancient History: What for? The Possibilities between Teaching and Entertainment through Digital Games

Detalhes bibliográficos
Autor(a) principal: Carvalho Rossi, Andrea Lúcia Dorini de Oliveira [UNESP]
Data de Publicação: 2021
Outros Autores: Bondioli, Nelson de Paiva [UNESP]
Tipo de documento: Artigo
Idioma: eng
por
Título da fonte: Repositório Institucional da UNESP
Texto Completo: http://dx.doi.org/10.4025/actascieduc.v43i0.53951
http://hdl.handle.net/11449/249722
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? The Possibilities between Teaching and Entertainment through Digital Games¿Historia antigua para qué? Posibilidades entre la enseñanza y el entretenimiento a través de juegos digitalesHistória Antiga para quê? Possibilidades entre Ensino e Entretenimento por meio de jogos digitaisancient historybasic educationentertainmentgamificationhistorical literacyhistoricityhistory teachingThere 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.Universidade Estadual Paulista “Júlio de Mesquisa Filho”, Avenida Dom Antînio, 2.100, São PauloUniversidade Estadual Paulista “Júlio de Mesquisa Filho”, Avenida Dom Antînio, 2.100, São PauloUniversidade Estadual Paulista (UNESP)Carvalho Rossi, Andrea Lúcia Dorini de Oliveira [UNESP]Bondioli, Nelson de Paiva [UNESP]2023-07-29T16:07:26Z2023-07-29T16:07:26Z2021-08-04info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://dx.doi.org/10.4025/actascieduc.v43i0.53951Acta Scientiarum - Education, v. 43, n. Special issue, 2021.2178-52012178-5198http://hdl.handle.net/11449/24972210.4025/actascieduc.v43i0.539512-s2.0-85149271526Scopusreponame:Repositório Institucional da UNESPinstname:Universidade Estadual Paulista (UNESP)instacron:UNESPengporActa Scientiarum - Educationinfo:eu-repo/semantics/openAccess2024-06-13T19:29:26Zoai:repositorio.unesp.br:11449/249722Repositório InstitucionalPUBhttp://repositorio.unesp.br/oai/requestopendoar:29462024-08-06T00:01:41.653684Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)false
dc.title.none.fl_str_mv Ancient History: What for? The 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? The Possibilities between Teaching and Entertainment through Digital Games
spellingShingle Ancient History: What for? The Possibilities between Teaching and Entertainment through Digital Games
Carvalho Rossi, Andrea Lúcia Dorini de Oliveira [UNESP]
ancient history
basic education
entertainment
gamification
historical literacy
historicity
history teaching
title_short Ancient History: What for? The Possibilities between Teaching and Entertainment through Digital Games
title_full Ancient History: What for? The Possibilities between Teaching and Entertainment through Digital Games
title_fullStr Ancient History: What for? The Possibilities between Teaching and Entertainment through Digital Games
title_full_unstemmed Ancient History: What for? The Possibilities between Teaching and Entertainment through Digital Games
title_sort Ancient History: What for? The Possibilities between Teaching and Entertainment through Digital Games
author Carvalho Rossi, Andrea Lúcia Dorini de Oliveira [UNESP]
author_facet Carvalho Rossi, Andrea Lúcia Dorini de Oliveira [UNESP]
Bondioli, Nelson de Paiva [UNESP]
author_role author
author2 Bondioli, Nelson de Paiva [UNESP]
author2_role author
dc.contributor.none.fl_str_mv Universidade Estadual Paulista (UNESP)
dc.contributor.author.fl_str_mv Carvalho Rossi, Andrea Lúcia Dorini de Oliveira [UNESP]
Bondioli, Nelson de Paiva [UNESP]
dc.subject.por.fl_str_mv ancient history
basic education
entertainment
gamification
historical literacy
historicity
history teaching
topic ancient history
basic education
entertainment
gamification
historical literacy
historicity
history teaching
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 2021-08-04
2023-07-29T16:07:26Z
2023-07-29T16:07:26Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://dx.doi.org/10.4025/actascieduc.v43i0.53951
Acta Scientiarum - Education, v. 43, n. Special issue, 2021.
2178-5201
2178-5198
http://hdl.handle.net/11449/249722
10.4025/actascieduc.v43i0.53951
2-s2.0-85149271526
url http://dx.doi.org/10.4025/actascieduc.v43i0.53951
http://hdl.handle.net/11449/249722
identifier_str_mv Acta Scientiarum - Education, v. 43, n. Special issue, 2021.
2178-5201
2178-5198
10.4025/actascieduc.v43i0.53951
2-s2.0-85149271526
dc.language.iso.fl_str_mv eng
por
language eng
por
dc.relation.none.fl_str_mv Acta Scientiarum - Education
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.source.none.fl_str_mv Scopus
reponame:Repositório Institucional da UNESP
instname:Universidade Estadual Paulista (UNESP)
instacron:UNESP
instname_str Universidade Estadual Paulista (UNESP)
instacron_str UNESP
institution UNESP
reponame_str Repositório Institucional da UNESP
collection Repositório Institucional da UNESP
repository.name.fl_str_mv Repositório Institucional da UNESP - Universidade Estadual Paulista (UNESP)
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