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Battlefield 1 i historieundervisningen : Att spela spel med dina elever

This examination will analyze the possibility of using the game Battlefield 1 while teaching history. Throughout the analysis, Battlefield 1s campaign which is called War Stories will be analyzed together with the introduction of the game which is called Prologue. The analysis of the campaign will be to check how the campaign uses history and what potential historical consciousness can a player of the game obtain. After these two are analyzed, there will be ananalysis on the possibility of using the Prologue and the War Stories while teaching history. In order to analyze the Prologue and the War Stories use of history and historical consciousness, Peter Aronsson and Klas-Göran Karlsson’s theories on how history can be used and their ideas on historical consciousness will be present. A reason for analyzing the Prologue and War Storiesis to see if there is a possibility to use a game that is about World War 1 in the classroom. There are five different War Stories and each one will be analyzed to see how it uses history and if it raises a potential historical consciousness for the player who plays the game. The method for this examination is that the Prologue and the five War Stories will be analyzed through the framework of professor Martin A. Wainwright’s seven thematic units. The Prologue and the War Stories use history in different ways such as an existential way of using history and they raise potential historical awareness on how World War 1 potentially looked like. They also raise knowledge on historical places, figures and weapons such as Lawrence of Arabia and the iconic British tank Mark V. There is a possibility of using the Prologue and War Stories during history lessons, but the main thing for that regards to time and knowledge by the teacher. You have to have time to teach pupils on the game and its mechanics and also the knowledge for how the game is played. This research field regarding videogames and education is not a developed field, and therefore there is a lack of an analysis model for using videogames while teaching. Hopefully, this examination will contribute the research field, so it gets more developed regarding videogames and education.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:sh-38871
Date January 2019
CreatorsKalhitmrawe, Malek
PublisherSödertörns högskola, Lärarutbildningen
Source SetsDiVA Archive at Upsalla University
LanguageSwedish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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