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. The theoretical basis of the study is grounded in a history didactic perspective on game-based learning and a genealogical approach to history. The study uses semi-structured interviews with five junior high school students aged fourteen to fifteen years. The study found that all of the students who participated in the study had a perception that historical games may increase students’ understanding of history and that the increased sense of understanding takes place above all through the games ability to let students immerse themselves in the games story. Furthermore, the study shows that most students had a perception that the games allowed them to be virtually present in history, which can help students view the world and the people in it from different perspectives, to reflect on history, see connections between different historical events and to form their own thoughts about history. Perceptions of several potential challenges with using the games as teaching aids were also found. The most distinctive challenges according to the students were an increased distractibility, requirements for prior knowledge and interest in the games, structural challenges, and a perceived lack of historical accuracy in the games.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hj-61147 |
Date | January 2023 |
Creators | Lund, Marcus |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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