Sökning: "Digital games as history"

Visar resultat 1 - 5 av 26 uppsatser innehållade orden Digital games as history.

  1. 1. Praktiska digitala medium i historieundervisningen : En översikt av forskning om hur digitalt game-based learning kan användas för att förbättra elevernas kunskap om historieämnet

    Uppsats för yrkesexamina på grundnivå, Malmö universitet/Fakulteten för lärande och samhälle (LS)

    Författare :Dennis Gullstrand; Erik Lund; [2024]
    Nyckelord :history; history didactics; history education; didactics; practical; game based learning; game; games; digital; computer; Assassin s Creed; Making History; Crusader Kings; Hearts of Iron; high school; historia; historiedidaktik; historieundervisning; undervisning; didaktik; praktiskt; game based learning; spel; digital; digitala; dator; Assassin s Creed; Making History; Crusader Kings; Hearts of Iron; gymnasie; gymnasiet; högstadium; högstadiet; grundskola;

    Sammanfattning : The traditional history educational methods mainly consists of and are focused on memory, reading, repetition and writing skills, however this paper aims to give an overview of research regarding “Game-based learning”, it’s uses in education of history, and if it can be used as a way to complement the traditional education and give history teachers the tools to make their teaching more diverse. Useful materials were found in the databases: EBSCO, IEEE Xplore och Science Direct. LÄS MER

  2. 2. Digitalt är historien alltid närvarande : En litteraturstudie om digitala spel som läromedel i historieundervisningen

    Uppsats för yrkesexamina på grundnivå,

    Författare :Marcus Lund; [2023]
    Nyckelord :Digital games; game-based learning; use of history; history-based games; teaching aids;

    Sammanfattning : Research shows an increased interest in the use of both educational- and commercial games in the classroom. This increased interest in digital games and the potential of game-based learning may not come as a surprise due to the constant digitization in schools. LÄS MER

  3. 3. "Historien går liksom att ta på, typ" : En kvalitativ intervjustudie om högstadieelevers uppfattning av historiebaserade spel i undervisningen

    Uppsats för yrkesexamina på avancerad nivå,

    Författare :Marcus Lund; [2023]
    Nyckelord :Game-based learning; historical games; use of history; student perspective; historical empathy; sense of history; historical narrative;

    Sammanfattning : The purpose of this qualitative interview study is to understand junior high school students' perception of the use of historical video games for learning and from this identify and analyze how the students perceives story-driven historical games in relation to developing historical empathy and a sense of history. The study also seeks to understand student’s perception of potential challenges with using historical digital games for learning purposes. LÄS MER

  4. 4. Playing with the Third Reich: Conceptual Relocation from Nazi Film to WWII Game : An Experiment to measure Filmic concepts in Digital Games

    Master-uppsats, Stockholms universitet/Filmvetenskap

    Författare :Laqi Li; [2023]
    Nyckelord :Nazi Germany; Propaganda Films; Science Fiction Trilogy; Industrial Films; WWII FPS Games; WWII Simulation Games; Fascist Aesthetic; Futuristic Utopianism; Steel-like Romanticism; History.;

    Sammanfattning : Film produced by Nazi Germany has been a classic that has drawn scholars from a wide range of academic disciplines as well as innumerable cineastes from various cultural backgrounds. The simultaneous rise in the number of players acting as observers and operators in digital games with a WWII theme has drawn recent scholarly attention since it is thought that this pattern is contributing to players' hazy understanding of historical events. LÄS MER

  5. 5. Reconstructing Dominant History : The Potential of Chinese Historical Digital Games

    Magister-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Yuyan Wang; [2023]
    Nyckelord :Chinese historical digital games; historical narratives; public history; narrative analysis; game content censorship;

    Sammanfattning : This thesis explores the role of Chinese historical digital games in reconstructing historical narratives and engaging players. By using narrative interviews and game analysis, the study examines how players interact with these games and how game communities react to them. LÄS MER