修辞重播和游戏历史的挑战

Jerremie Clyde, Glenn Wilkinson
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引用次数: 2

摘要

本章探讨了模拟在大学历史教育中的局限性。作者通过关注认识论和程序修辞学,开发了一种更适合目的的替代游戏模式。本章将首先考察历史作为一种学科知识的形式是如何发挥作用的,以及在中学后如何教授这种认识事物的学科方式。教授历史的方式将与对历史的评价进行对比,以便更好地确定学生实际要学什么。然后将根据学习目标和评价对模拟进行检查。这将证明模拟实际上并不适合大多数中学后历史课程。更合适和有效的选择是通过程序修辞来构建过去,使用反映历史论点结构的游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Rhetorical Replay and the Challenge of Gamic History
This chapter explores the limits of simulations for university-level historical education. The authors develop an alternative gamic mode more fit for purpose by focusing on epistemology and procedural rhetoric. This chapter will start by examining how history functions as a form of disciplinary knowledge and how this disciplinary way of knowing things is taught at the post-secondary level. The manner in which history is taught will be contrasted with its evaluation in order to better define what students are actually expected to learn. The simulation will be then examined in the light of learning goals and evaluation. This will demonstrate that simulations are in fact a poor fit for most post-secondary history courses. The more appropriate and effective choice is to construct the past via procedural rhetoric, using games that mirror the structure of the historical argument.
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