Teaching history and bringing the past back to life with serious games

G. Baxter, T. Hainey, A. Savorelli, U. Akhtar, R. R. Ivanova
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Abstract

Serious games are often characterised as being games developed and used for educational or non-entertainment purposes. The academic literature is saturated with definitions and developed games surrounding the concept. Despite this, there is a lack of quality meta-analytical and longitudinal analysis studies associated with use of serious games. One area where serious games have pedagogical potential is in teaching historical subjects and in displaying historical artefacts. Serious games, combined with evolving 3D modelling techniques and Virtual Reality (VR) capabilities can replicate historical events, artefacts, and environments. The creation of a serious game or even virtual museum that informs individuals about the past have the potential to provide a sense of historical realism or immersion. In the context of Covid-19 and the current global impact to the tourist industry, the application of serious games for such purposes has undoubted significance. This paper reviews the academic literature surrounding the concepts of content and assessment integration in relation to developing historical games for pedagogical and knowledge sharing purposes. The research focuses on two points. Firstly, can serious games exhibit a sense of realism and immersion towards teaching and learning history. Secondly, what are the immersive characteristics needed to make a historical game immersive. Based on the literature this paper will provide a framework that identifies best practice towards making historical games immersive from a games design perspective. The paper also presents an example of a serious game intended to educate users about military machinery used in World War two. A display of 3D modelled Roman artefacts is also presented to document how 3D modelling can replicate an interactive and immersive virtual experience. The findings of the paper argue that there is a close interdependency between aesthetical and content design and learning outcomes towards depicting historical realism and immersion. Future empirical work is also discussed in the paper with the aim of evaluating the framework presented. © The Authors, 2021. All Rights Reserved.
教授历史,用严肃的游戏把过去带回到生活中
严肃游戏通常被定义为用于教育或非娱乐目的的游戏。学术文献中充斥着关于这一概念的定义和开发游戏。尽管如此,关于严肃游戏使用的高质量元分析和纵向分析研究仍然缺乏。严肃游戏具有教学潜力的一个领域是教授历史科目和展示历史文物。严肃的游戏,结合不断发展的3D建模技术和虚拟现实(VR)功能,可以复制历史事件、文物和环境。制作一款严肃的游戏或虚拟博物馆,让人们了解过去,有可能提供一种历史现实主义或沉浸感。在新冠肺炎疫情和当前全球旅游业受到影响的背景下,将严肃游戏应用于此类目的无疑具有重要意义。本文回顾了围绕内容和评估整合概念的学术文献,这些概念与开发以教学和知识共享为目的的历史游戏有关。研究主要集中在两点上。首先,严肃游戏是否能够呈现出一种现实性,以及教授和学习历史的沉浸感。其次,要让一款历史游戏具有沉浸感需要具备哪些特征。基于文献,本文将提供一个框架,从游戏设计的角度确定制作历史游戏的最佳实践。本文还提出了一个严肃游戏的例子,旨在教育用户关于第二次世界大战中使用的军事机械。还展示了3D建模的罗马文物,以记录3D建模如何复制交互式和沉浸式虚拟体验。本文的研究结果认为,美学和内容设计与描绘历史现实主义和沉浸式的学习成果之间存在密切的相互依赖关系。本文还讨论了未来的实证工作,目的是评估所提出的框架。©The Authors, 2021。版权所有。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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