Playing and Making History: How Game Design and Gameplay Afford Opportunities for a Critical Engagement with the Past

dc.contributor.advisorJenson,Jennifer
dc.contributor.authorMcCready, Samuel Calvin Paul
dc.date.accessioned2022-03-03T14:25:21Z
dc.date.available2022-03-03T14:25:21Z
dc.date.copyright2021-12
dc.date.issued2022-03-03
dc.date.updated2022-03-03T14:25:21Z
dc.degree.disciplineCommunication & Culture, Joint Program with Ryerson University
dc.degree.levelDoctoral
dc.degree.namePhD - Doctor of Philosophy
dc.description.abstractFor decades there has been a call for educators to explore new possibilities for meeting educational goals defined broadly under a number of 'twenty-first century competencies' curricula (Dede, 2014; Voogt et al., 2013). These stress the need for students to combine critical skills development with an understanding of the processes and reach of technologies in daily life, in order to prepare them for a shifting cultural and economic landscape. In response, an extensive literature has grown up about game-based learning (Brown, 2008; de Castell, 2011; Gee, 2003; Gee and Hayes, 2011; Jenson, Taylor, de Castell, 2011; Jenson et al., 2016; Kafai, 1995; 2012; 2016; Prensky, 2001; Squire, 2004; 2011; Steinkuehler, 2006) that seeks to explore whether/how games can be used productively in education. History as a discipline lends itself particularly well to game-based learning. It is bound up in questions of interpretation, agency, and choice, considerations that gameplay and game design as processes highlight well. My research explores the uses of digital historical games in history education, and most especially in the acquisition of critical historical skills. These skills are defined as the capacity to view and engage with the constitutive parts of historical scholarship and objects: interpretation, argument, evidence, ideology, subject position, class, race, sex, etc. This thesis will present findings from two participant-based research studies that I organized and ran between 2018 and 2019. In the first, participants were tasked with playing a counterfactual historical game, Fallout 4, and talking about their experiences, as well as answering questions about history and historical understandings. The second study took the form of an interactive digital history course. In it, students, working in small groups, were tasked with creating their own historical games. Exploring both gameplay and game production answers the call issued by Kafai and Burke (2016) that researchers should view the potential for games in education holistically, rather than in either/or terms. Taken together, this thesis argues that playing and especially making historical games offers opportunities for learners to engage with epistemological concepts in history in meaningful ways that can advance their critical understanding of history as a subject.
dc.identifier.urihttp://hdl.handle.net/10315/39154
dc.languageen
dc.rightsAuthor owns copyright, except where explicitly noted. Please contact the author directly with licensing requests.
dc.subjectPedagogy
dc.subject.keywordsGame studies
dc.subject.keywordsGame-based learning
dc.subject.keywordsInstructionism
dc.subject.keywordsConstructionism
dc.subject.keywordsHistorical games
dc.subject.keywordsHistory education
dc.subject.keywordsCriticality
dc.subject.keywordsDesign-based pedagogies
dc.subject.keywordsDigital literacies
dc.subject.keywordsEducation
dc.titlePlaying and Making History: How Game Design and Gameplay Afford Opportunities for a Critical Engagement with the Past
dc.typeElectronic Thesis or Dissertation

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