Ancient History: What for? The Possibilities between Teaching and Entertainment through Digital Games
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | |
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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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) |
repository.mail.fl_str_mv |
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1808129573638897664 |