{"title":"TIMECRAX: TIME-TRAVELLING TO LEARN HISTORY","authors":"Rui Pedro Lopes, Cristina Mesquita, R. Tavares","doi":"10.22533/AT.ED.7421925013","DOIUrl":null,"url":null,"abstract":"The work described in this paper, focus on the conceptual development of an educational game for History learning. One of the challenges for this task is to avoid a logical sequentialization of historical events, giving the player an opportunity to contact with a reality in construction. Another challenge is that the game should have a cooperative mechanics. According to this model, players are on the same side and win, or lose, together [Vasel and Phillies 2012]. To cope with these challenges, we choose to ignore one of the basic rules of game design [Adams 2014], taking the role of a hero to the player and giving him the role to assist the other players. An analogy can be made with an astronaut, supported by a team on earth with different functions and personalities. According to the cooperation proposal, players should work together to repair a time machine allowing a safe return to the present, collecting materials and information necessary to keep it working and preventing breaking the spacial-temporal continuum. We seek player engagement, allowing them to make decisions, feel tension and assume risks, and, at the same time, exchange information between them, associated to the game narrative. We hope that this approach builds a collaborative learning context, responsibility for the decisions and collaborative teamwork to achieve a common goal: to win.","PeriodicalId":212620,"journal":{"name":"Digital games and learning","volume":"97 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-01-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Digital games and learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22533/AT.ED.7421925013","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The work described in this paper, focus on the conceptual development of an educational game for History learning. One of the challenges for this task is to avoid a logical sequentialization of historical events, giving the player an opportunity to contact with a reality in construction. Another challenge is that the game should have a cooperative mechanics. According to this model, players are on the same side and win, or lose, together [Vasel and Phillies 2012]. To cope with these challenges, we choose to ignore one of the basic rules of game design [Adams 2014], taking the role of a hero to the player and giving him the role to assist the other players. An analogy can be made with an astronaut, supported by a team on earth with different functions and personalities. According to the cooperation proposal, players should work together to repair a time machine allowing a safe return to the present, collecting materials and information necessary to keep it working and preventing breaking the spacial-temporal continuum. We seek player engagement, allowing them to make decisions, feel tension and assume risks, and, at the same time, exchange information between them, associated to the game narrative. We hope that this approach builds a collaborative learning context, responsibility for the decisions and collaborative teamwork to achieve a common goal: to win.
本文所描述的工作集中于历史学习教育游戏的概念开发。这个任务的挑战之一是避免历史事件的逻辑顺序,让玩家有机会接触到构建中的现实。另一个挑战是游戏应该具有合作机制。根据这个模型,球员们站在同一边,一起赢,一起输[Vasel and Phillies 2012]。为了应对这些挑战,我们选择忽略游戏设计的基本规则之一(Adams 2014),即让玩家扮演英雄的角色,并让他帮助其他玩家。一个类比可以用一个宇航员来做,他在地球上被一个具有不同功能和个性的团队所支持。根据合作建议,玩家应该共同努力修复一台时间机器,让它安全回到现在,收集必要的材料和信息,以保持它的运转,并防止破坏时空连续体。我们追求玩家粘性,允许他们做出决定,感受到紧张感并承担风险,同时在他们之间交换与游戏叙述相关的信息。我们希望这种方法能建立一个协作学习的环境,对决策负责,并与团队合作,以实现一个共同的目标:获胜。