TimeCraX: Time-travelling to learn history
ATENA
TimeCraX: Time-travelling to learn history
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DOI: 10.22533/at.ed.7421925013
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Palavras-chave: ATENA
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Keywords: history learning; timeline; educational game
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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;
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.
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Número de páginas: 15
- ROGERIO JUNIOR CORREIA TAVARES