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IT 16 031

Examensarbete 30 hp Juni 2016

Can a diary, rats and a magical walkie-talkie help teach children about source criticism?

Jessica Brewster

Institutionen för informationsteknologi

Department of Information Technology

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Teknisk- naturvetenskaplig fakultet UTH-enheten

Besöksadress:

Ångströmlaboratoriet Lägerhyddsvägen 1 Hus 4, Plan 0 Postadress:

Box 536 751 21 Uppsala Telefon:

018 – 471 30 03 Telefax:

018 – 471 30 00 Hemsida:

http://www.teknat.uu.se/student

Abstract

Can a diary, rats and a magical walkie-talkie help teach children about source criticism?

Jessica Brewster

This thesis explores the potential that surrounds educational gaming in teaching source criticism to primary school students. It investigates if the introduction of a constructivist guide increases the level of skills in this field and whether historical source criticism can be taught through a computer game. Designed as an addition to an existing game created by the Education Technology Group (ETG) were two versions; one of which contained the addition of constructivist teaching methods.

Testing was conducted with two classes of students, who played the game and completed pre and post testing, evaluating their knowledge of source criticism.

According to the data collected, no significant difference in knowledge existed after the game had been played, however several ideas about how source criticism could be utilised within educational games can still be suggested.

Keywords: source criticism, educational games, history, experiment, pre and post-test design, constructivism

Tryckt av: Reprocentralen ITC IT 16 031

Examinator: Anders Jansson Ämnesgranskare: Mats Lind Handledare: Agneta Gulz

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Acknowledgements    

 

My  sincere  thanks  for  their  invaluable  help  with  this  project  must  go,  equally,   to  two  groups  of  people.  The  first  to  the  ETG  and  my  supervisors,  Agneta  &  

Annika,  who  somehow  allowed  me  to  join  their  project  and  conduct  

experiments  on  it,  meaning  I  could  combine  history  and  HCI  in  one  thesis.  Also   for  their  subsequent  advice  on,  not  only  their  game,  but  on  essentially  

everything  to  do  with  testing  classrooms  of  children  and  how  they  might  best   enjoy  the  experience.  Further  thanks  also  to  the  rest  of  the  ETG,  particularly   Magnus,  Erik,  Carolina  and  Irene  for  your  input,  work  and  guidance.    

 

My  second  group  to  thank  are  those  from  Uppsala  University,  including  my   colleague  Ivar,  whose  unique  Swedishness  meant  we  could  test  on  more   students  and  whose  translations  skills  made  this  project  far  easier  (and  far   more  fun).  And  lastly,  thank  you  to  Mats  Lind,  our  reviewer,  whose  invaluable   spontaneous  lectures  and  data  analysis  skills  formed  much  of  our  thesis  and   meant  far  more  than  cookies  could  ever  repay  him  for!  

                   

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Table  of  Contents  

Acknowledgements ... 1

 

Table of Contents ... 2

 

1. Introduction ... 4

 

1.1.  Parallel  Study  ...  5  

1.1.1. Method collaboration ... 5  

1.1.2. Written ... 5  

2. Purpose ... 6

 

2.1.  Research  Questions  ...  6  

2.2.  Limitations  ...  7  

2.3.  Scope  ...  7  

3. Background ... 9

 

3.1.  Educational  games  ...  9  

3.2.  History  Games  ...  10  

3.3.  Designing  Educational  Games  ...  11  

3.4.  Pedagogy  ...  12  

3.4.1. Teaching History ... 12  

3.4.2. Teaching source criticism ... 13  

3.5  Constructivist  teaching  theory  ...  14  

3.5.1. Scaffolding during discovery ... 15  

3.5.2. Effective Questioning ... 15  

3.5.3. Reflection on Content ... 15  

3.6.  Elaborative  Rehearsal  ...  16  

3.7.  Historiens  Väktare  ...  16  

3.7.1. Game Structure ... 16  

4. Method ... 18

 

4.1  Adaptations  to  Historiens  Väktare  ...  18  

4.1.1. Finding a Historical Event ... 18  

4.1.2 Mind map of chosen historical event ... 18  

4.1.3. Brainstorming how to include SC in a game ... 19  

4.1.4. Workshop ... 19  

4.1.5. Grouping of aspects from the Mind Map ... 20  

4.1.6. Sketching of scenes based on chosen sources and characters ... 20  

4.1.7. Dialogue scripting in parallel with creation of Pre and Post-test questions to match scene content. ... 20  

4.1.8. Feedback and revision until final version ... 20  

4.1.9. Difference of the two game versions ... 20  

4.1.10. Implementation of graphics and coding ... 21  

4.2.  Evaluation  of  HV  ...  21  

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4.2.1 Participants... 21  

4.2.2 Equipment ... 21  

4.2.3. Testing setup ... 22  

5. Results ... 24

 

5.1  Adaptations  to  Historiens  Väktare  ...  24  

5.1.1. Finding a Historical Event ... 24  

5.1.2 Mind map of Great Plague of London ... 25  

5.1.3. Brainstorming how to include SC in a game ... 26  

5.1.4. Workshop ... 26  

5.1.5. Grouping of aspects from the Mind Map ... 28  

5.1.6. Sketching of scenes based on chosen sources and characters ... 28  

5.1.7. Dialogue scripting in parallel with creation of Pre and Post-test questions to match scene content. ... 29  

5.1.8. Feedback and revision until final version ... 29  

5.1.9. Difference of the two game versions ... 29  

5.1.10. Implementation of graphics and coding ... 30  

5.1.11. Final Design ... 30  

5.2.  Evaluation  of  HV  ...  41  

5.2.1. Pre and post-testing ... 41  

5.2.2. Observations ... 43  

6. Discussion ... 45

 

Reference List ... 48

 

Appendix A : Pre and Post-test Questions: Source C riticism ... 51

   

   

           

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1.  Introduction  

Within  the  field  of  history,  source  criticism  is  amongst  the  most  important   skills  to  learn.  This  thesis  aimed  to  discover  if  it  was  feasible  to  teach  source   criticism  skills  within  a  game  setting.  A  secondary  question  was  also  posed  to   explore  if  a  guide  utilising  constructivist  teaching  methods  would  be  a  positive   aid  in  this  process.    

The  introduction  of  computer  games  into  education  has  been  expected  and,  in   the  case  of  the  students  themselves,  greatly  looked  forward  too.  Whilst  games   about  maths  and  computer  science  are  widespread,  games  within  the  

humanities  are  far  more  limited,  with  fewer  resources  or  studies  being  utilised   for  their  development.    

Students,  particularly  primary-­‐aged  ones  (who  are  the  focus  in  this  study),  are   generally  adaptable  when  it  comes  to  games.  They  are  both  comfortable  with   the  technologies  and  intuitive  in  figuring  them  out,  making  games  a  familiar   medium  for  them  to  use.  Games  therefore  have  the  potential  to  engage  

•–—†‡–•‹ƒ™ƒ›–Šƒ–’‡”Šƒ’•…ƒǯ–„‡”‡ƒ…Š‡†–Š”‘—‰Š‘”‡–”ƒ†‹–‹‘ƒŽ

teaching  methods.  In  the  field  of  history,  it  also  offers  the  opportunity  to   present  an  unfamiliar  world  and  an  immersive  environment  for  children  to   learn  about  the  past.  Travelling  through  time  has  definitely  become  far  easier!  

This  project  utilised  an  existing  history  game  designed  by  the  Educational   Technology  Group  (ETG).  The  ETG  is  made  up  of  academics  from  Lund  and   Linköping  Universities  and  is  headed  by  Agneta  Gulz,  the  supervisor  of  this   thesis,  along  with  Annika  Silvervarg.  The  history  game,  called  Historiens   väktare  (HV),  is  designed  for  Swedish  students  aged  10-­‐12  and  teaches  them   about  Discoveries  and  Inventions  from  1400-­‐1780,  in  accordance  with  the   Swedish  syllabus.  The  ETG  wanted  to  include  a  mission  in  their  game  that   could  teach  children  about  source  criticism  (SC),  the  catalyst  for  the  project  to   begin.  Part  of  this  study  involved  testing  a  newly  designed  game  on  a  group  of   40  students  based  at  two  schools  in  Helsingborg.    

Note:  Whenever  there  is  a  quote  or  example  from  the  tests  or  the  games  in   English,  this  is  not  what  was  given  to  the  students  during  testing.  All  content  was  

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  5 created  in  English  and  then  translated  to  Swedish  before  being  incorporated  into  

the  game.      

1.1.  Parallel  Study  

The  study  was  partly  completed  with  another  Masters  student,  Ivar  Särner.  

Whilst  two  Masters  theses  have  been  produced  as  a  result  of  this  study,  they   each  focus  on  different  theories  and  aspects  of  history  teaching.  Much  of  the   practical  work,  as  well  as  some  of  this  report,  was  completed  conjointly.  

1.1.1.  Method  collaboration    

Within  the  study,  a  significant  proportion  of  the  physical  work  was  conducted   in  collaboration  with  Särner.  This  included  the  methodology  outlined  below,   predominately  concerning  the  design  and  creation  of  the  game  and  the   experiment.  

 

1.1.2.  Written  

As  this  thesis  was  conducted  alongside  ¡”‡”ǯ•–Š‡•‹•,  the  documentation  of   some  of  the  work  was  done  together.  A  more  detailed  breakdown  of  this  can   be  seen  below.  Any  section  not  included  below  was  written  uniquely  for  the   purpose  of  this  thesis.  Any  sections  not  mentioned  can  be  presumed  to  be   written  individually,  for  the  purpose  of  this  thesis.  

 

             

Extent  of  collaboration             Sections   Identical,  written  conjointly   4.1,  5.1,  5.2.2.  

Similar  foci,  written  independently   1.1,  3.3,  3.6,  3.7,  4.2.  

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2.  Purpose  

The  aim  of  this  present  study  was  to  create  a  mission  within  an  educational   computer  game  that  focused  on  teaching  students  source  criticism.  This  was   mainly  concentrated  on  the  source  criticism  skills  of  identification  and  an   analysis  of  sources.  Aspects  of  constructivist  theory  were  implemented  in  an   attempt  to  further  improve  a  studentǯs  understandings  of  these  concepts.  At  a   more  basic  level  though,  the  study  aimed  to  see  if  learning  source  criticism   within  a  game  was  possible.    

2.1.  Research  Questions  

- Can  the  use  of  a  historical  computer  game  teach  primary  school  students   about  source  criticism?  

- Does  the  introduction  of  a  constructivist  element  increase  a  primary   studentǯs  aptitude  for  source  criticism?  

 

To  answer  these  questions,  a  study  of  existing  literature  about  a  number  of   topics  was  conducted.  These  included  historical  pedagogy  with  a  focus  on   source  criticism,  educational  games  and  their  design,  and  eventually,   constructivist  teaching  methods.    

After  an  in-­‐depth  exploration  of  the  background  research  available,  the   decision  was  made  to  design  the  game  around  a  specific  historical  event,  the   Great  Plague  of  London  in  1665.  Consequently  a  significant  amount  of  time   was  also  dedicated  to  researching  the  plague  and  its  sources.  As  the  study   needed  to  answer  the  questions  posed  by  two  theses,  both  factual  data  and   source  criticism  skills  were  included  within  the  game.  The  knowledge  gained   during  the  background  research  phase  was  utilised  during  the  design  process   to  ensure  the  game  would  be  appropriate  for  the  age  group  and  meet  

curriculum  requirements.    

To  analyse  any  potential  increase  in  knowledge,  an  experimental  test  was   conducted  with  two  classes  of  primary  school  •–—†‡–•ǯ  aged  10-­‐12.  Ultimately   40  students  completed  pre  and  post-­‐testing  and  played  the  newly  designed   missions  in  between,  half  of  the  students  playing  one  version  of  the  game  and   the  other  half  playing  an  experimental  version,  which  tested  aspects  of  a   learning  theory.  This  was  designed  to  include  aspects  of  elaborative  rehearsal  

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  7 and  …‘•–”—…–‹˜‹•ǡ–Š‡Žƒ––‡”ˆ‘…—•‹‰‘•…ƒˆˆ‘Ž†‹‰ƒ•–—†‡–ǯ•‘™Ž‡†‰‡–‘

guide  them  into  a  reflection  of  the  content,  thereby  enhancing  knowledge   construction.  The  pre  and  post-­‐–‡•–‹‰‡˜ƒŽ—ƒ–‡†–Š‡•–—†‡–ǯ•‘™Ž‡†‰‡

about  source  criticism  and  about  facts  concerning  the  plague.    

2.2.  Limitations  

As  this  thesis  was  completed  within  an  existing  project,  there  are  a  few   limitations  that  have  been  taken  into  consideration.    

x The  game  and  tests  were  designed  for  Swedish  students  and  were  

consequently  presented  to  the  students  in  Swedish.  As  an  English  language   speaker  who  does  not  speak  much  Swedish,  this  was  a  limiting  factor  during   this  study.  However,  all  designs  were  initially  completed  in  English  before   being  translated  into  Swedish,  with  both  the  English  and  Swedish  versions   being  checked  by  the  ETG.  Whilst  testing,  I  was  observing  the  children  and   making  notes  based  on  my  translations  of  their  comments.  These  were  later   checked  by  Ivar  Särner,  who  was  also  present  during  testing  and  thus  could   correct  the  translations  if  needed.    

x The  design  of  the  game  was  somewhat  limited  due  to  the  need  for  the  new   missions  to  maintain  the  look  and  interaction  of  the  existing  versions  of  the   game.  

x The  Swedish  syllabus  needed  to  be  consulted  so  that  the  skills  and  level  of   education  involved  were  at  the  correct  level.  This  required  us  to  stay  within   the  boundaries  set  by  the  syllabus,  and  consequently  by  the  ETG.  

x The  level  of  language  needed  to  be  appropriate  for  all  students  in  the  study.    

x The  test  was  only  performed  on  two  classes  of  students.    

x The  only  educational  game  that  was  tested  during  this  study  was  Historiens   Väktare.  

2.3.  Scope    

The  design  and  testing  of  this  game  was  all  conducted  within  the  scope  of  this   thesis.  However,  the  graphic  design  work  was  completed  by  Carolina  Ekström   and  the  programming  and  implementation  for  the  game  by  Erik  Anderberg.  

Their  work  was  completed  after  a  number  of  discussions  regarding  the  scenes   and  the  interactions  that  would  be  required.  Both  individuals  work  regularly   with  the  ETG  and  were  involved  in  the  HV  project  previously.  Also,  within  the  

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  8 Background  research  for  this  project,  not  all  aspects  of  educational  gaming  or  

education  were  investigated.  This  was  due  to  the  extensive  amount  of  studies   that  exist  for  a  range  of  subjects.  An  in-­‐depth  look  into  all  of  them  would  have   been  unnecessary  for  the  purposes  of  this  study.      

                                       

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3.  Background    

It  is  probably  safe  to  say  that  children  today  are  quite  comfortable  playing   computer  games.  With  hundreds  of  games  being  released  daily,  there  has   never  been  more  of  an  opportunity  for  children  to  play  games.  Research  into   these  games  is  extensive  to  say  the  least.  Entire  journals  are  now  dedicated  to   their  study,  such  as  the  International  Journal  of  Computer  Game  Research,   Games  and  Culture  and  Entertainment  Computing,  etc.  To  limit  the  research   scope,  and  to  ensure  that  the  most  relevant  information  was  gathered  for  this   study,  papers  involving  primary  school  aged  children  (particularly  from  10-­‐13   years  of  age)  were  prioritised.  However,  as  most  studies  involve  secondary  or   tertiary  school  students,  this  was  not  always  possible.  An  attempt  was  also   made  to  focus  purely  on  source  criticism  related  games.  However,  as  this   study  is  amongst  the  first  attempting  this,  it  was  not  exactly  feasible.    

Note:  In  the  sections  below,  games  should  be  assumed  to  refer  to  computer   games.    

3.1.  Educational  games  

The  popularity  of  educational  games  has  increased  dramatically  and  is  no   longer  restricted  to  maths  and  computer  science.  Research  has  been  spread   across  numerous  academic  fields,  exploring  how  educational  games  should  be   designed,  tested  and  utilised  in  the  classroom.  One  can  find  research  on   everything  from  studies  on  maths  (Husain,  2015)  and  programming   (Mathrani,  2016)  to  geography  (Tüzün,  2009).  Whether  these  educational   games  have  been  proven  as  pedagogically  effective  is  a  factor  that  is  still  under   discussion,  though  this  is  exactly  what  recent  studies  indicate  (Girard  2012,  p.  

207).  For  instance,  a  study  completed  by  researchers  from  Massey  University   explored  the  potential  of  a  game  teaching  programming  constructs  to  students   who  were  either  beginning  to  learn  or  had  just  completed  a  module  on  

programming.  Overall  they  found  that  the  game  was  effective  in  teaching   programming  constructs  and  in  assisting  those  who  already  had  some   knowledge  in  improving  their  knowledge  of  the  work  (Mathrani  2016,  p.  15).  

Another  study  reviewed  over  300  articles  about  gaming  and  education   performance,  finding  that  there  was  an  improvement  for  students  playing   some  games,  but  these  improvements  were  more  commonly  found  in  games  

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  10 about  languages  or  physical  education.  Educational  game  studies  about  maths  

and  science  were  found  to  be  less  successful,  even  though  there  were  often   increases  in  student  interest  or  motivation  (Young  2012,  p.  72).  This  could,   however,  just  be  an  indication  that  the  methods  used  have  not  yet  been   perfected.  Games  have  also  been  proven  to  improve  cognitive  ability  and   enhance  the  reasoning  skills  of  students  (Blumberg  &  Fisch  2013,  p.  3).  

3.2.  History  Games    

When  focusing  on  history  in  particular,  games  are  being  used  more  and  more   in  the  classroom.  As  a  subject,  History  is  one  that  has  the  potential  to  be  quite   subjective.  Many  historical  events  have  a  range  of  sources  from  all  

perspectives,  meaning  that  there  is  the  potential  to  argue  any  side  of  a  debate,  

”‡‰ƒ”†Ž‡••‘ˆ–Š‡’”‡˜ƒ‹Ž‹‰Š‹•–‘”‹…ƒŽ•–ƒ†’‘‹–Ǥ –ǯ•ƒ•—„Œ‡…–™‹–Š–Š‡

potential  to  engage  anyone  curious  enough  to  truly  explore  it.  This  is  why   some  teachers  have  begun  using  popular  games  such  as  Minecraft  or   Civilisation  in  history  teaching  (McCall  2012,  p.  14).  These  games  allow   students  to  interact,  explore  or  create  historical  scenes  or  civilisations  (Squire   2005,  p.  4).  This  makes  sense  for  anyone  who  has  studied  history.  The  

difficulty  with  the  subject  is  often  in  trying  to  contextualise  certain  events,   being  a  world  away  from  what  we  are  used  to  today.  What  these  simulation  

‰ƒ‡•†‘‹•ƒŽŽ‘™–Š‡•–—†‡––Š‡…Šƒ…‡–‘„‡Ǯ™‹–Š‹ǯ–Š‡…‘–‡š–Ǥ•  they  are   immersed  in  the  environment  they  can  see  the  changes  that  occur  due  to  their   actions  and  perhaps  assist  them  in  creating  links  to  their  own  lives.  A  common   theme  among  these  games  however,  is  that  they  are  regular  computer  games,   not  designed  specifically  for  the  classroom.  Whilst  some  teachers  have  

ƒ†ƒ’–‡†–Š‡‰ƒ‡•‹–‘–Š‡‹”Ž‡••‘•ǡ‹–ǯ•‹’‘”–ant  to  mention  that  most  of   those  available  are  still  works  of  historical  fiction  and  are  utilised  as  such   (McMichael  2007,  p.  217).  It  should  also  be  mentioned  that  in  regards  to   source  criticism,  few  games  have  been  designed  specifically  for  this  purpose.  

‡‡š…‡’–‹‘–‘–Š‹•‹•Ǯƒš‘•‡Œ•‡ǯǡ  a  Danish  game  designed  for  students  in   grade  4-­‐6.  This  game  aims  to  teach  students  about  certain  historical  events   from  the  ͳͳͲͲǯ•ǡ™‹–Šƒˆ‘…—•‘‡˜ƒŽ—ƒ–‹‰–Š‡˜ƒŽ—‡‘ˆ–Š‡•–‘”‹‡•  given  by   different  characters  (Østergaard-­‐Andersen,  2011).    

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3.3.  Designing  Educational  Games    

In  conjunction  with  the  rise  in  educational  games,  the  desire  to  design  them   effectively  is,  of  course,  an  important  area  of  study.  Whilst  there  are  now  even   university  courses  you  can  take  in  creating  educational  games,  the  most   effective  way  to  design  them  is  still  part  of  an  ongoing  debate  in  academics.  

Perhaps  this  is  due  to  the  range  of  theories  that  can  be  implemented,  or,   because  the  range  of  subjects  available  is  so  broad,  they  simply  …ƒǯ–ƒŽŽ„‡

taught  in  the  same  way.  It  could  also  be  because  of  a  misunderstanding  about   whether  games  should  be  fun  or  educational,  rather  than  both.    

Explaining  all  of  the  current  ideas  about  designing  educational  games  would   take  more  than  a  few  papers  to  achieve,  and  even  longer  to  analyse  which  is   most  effective.  Therefore,  this  section  will  focus  on  three  main  categories   suggested  in  Malone  (1980).  His  heuristics,  though  suggested  for  instructional   computer  games  (but  adapted  easily  to  education),  attempt  to  answer  the  

“—‡•–‹‘ǮŠƒ–ƒ‡•Š‹‰• —‘‡ƒ”ǯǤŠ‡›†‘•‘„›highlighting  three   essential  …‘…‡’–•ǡǮ…ŠƒŽŽ‡‰‡ǡˆƒ–ƒ•›ƒ†…—”‹‘•‹–›ǯȋƒŽ‘‡ͳͻͺͲǡ’Ǥͳ͸ʹȌǤ   Creating  a  game  that  is  challenging,  especially  one  for  children,  could  be  seen   as  quite  simple.  In  regards  to  education,  this  design  suggestion  is  quite  logical   as  it  makes  sense  to  set  goals  and  give  children  something  to  aim  for.  It  can   also  allow  educators  to  track  the  knowledge  progression  of  their  students  by   seeing  which  goals  they  have  reached.  Challenging  games  also  involve  

different  levels  of  difficulty,  features  which  could  further  encourage  a  player  to   continue,  providing  them  with  the  motivation  to  get  to  the  next  level  (Malone   1980,  p.  163).    

Fantasy,  as  a  genre  in  itself,  is  an  important  one  within  educational  gaming.  

Within  history  especially,  fantasy  will  always  be  a  feature,  mainly  as  we  can   never  be  entirely  sure  of  the  accuracy  of  any  historical  representation.  Fantasy   is  important  as  it  allows  the  player  to  be  immersed  in  another  environment.  

Some  studies  have  indicated  that  total  immersion  assists  in  making  the  player   feel  more  comfortable  and  they  are  consequently  more  motivated  to  achieve   whatever  goals  have  been  set  (Annetta  2010,  p.  107).  Immersion  (and  fantasy)   include  aspects  like  narrative  and  character  development.  Incorporating   engaging  characters  can  encourage  a  player  as  they  might  require  sympathy,  

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  12 or  a  helping  hand  to  get  through  a  task,  providing  further  motivation  to  the  

student.  Many  primary  students  view  fantasy  ƒ•–Š‡‡›–‘ƒǮˆ—ǯ‰ƒ‡ȋƒ”•Š

et  al  2011,  p.  287).  Without  a  bit  of  imagination,  the  game  can  just  reflect  what   they  may  be  doing  in  a  textbook.      

Š‡Žƒ•–‘ˆƒŽ‘‡ǯ•–Š”‡‡Š‡—”‹•–‹…•‹•…—”‹‘•‹–›ǤŠ‹•  enhances  motivation   even  further,  as  the  player  needs  to  be  interested  enough  in  the  goals  and  their   surroundings  to  explore  it.  By  including  elements  of  surprise:  an  unexpected   animation  or  character,  a  hint  towards  a  hidden  element  or  perhaps  just  by   receiving  feedback,  the  player  will  be  inspired  to  continue  their  exploration  of   the  environment  (Malone  1980,  pp.  165-­‐166).    

There  are  obviously  many  aspects  that  one  needs  to  consider  when  designing   a  game,  notwithstanding  the  essentials  like  programming  and  graphics.  

Ultimately  though,  they  should  be  able  to  produce  the  same  thing,  a  fun  game.      

3.4.  Pedagogy  

The  following  sections  outline  the  basics  regarding  the  teaching  of  history  and   source  criticism;  particularly  in  regards  to  changes  in  history  didactics  and   how  the  Swedish  curriculum  integrates  source  work  for  students  aged  10-­‐12.    

3.4.1.  Teaching  History  

For  some  students,  History  has  the  unfortunate  moniker  of  being  dull.  It  was  

‡˜‡†‡•…”‹„‡†„›ƒ•–—†‡–‹‘‡•–—†›ƒ•Ǯ –™ƒ•„‘”‹‰Ǥ ™‘—Ž†”ƒ–Š‡”

™ƒ–…Š’ƒ‹–†”›ǯȋ ƒŽ•‡ͳͻͻ͹ȌǤ‡ƒ”•‘ˆŽ‡…–—”‡•ƒ†…‘’›‹‰–‹‡Ž‹‡•ˆ”‘

textbooks  have  encouraged  an  apathy  surrounding  the  history  that  is  taught  in   schools.  This  though,  is  a  remnant  of  a  time  when  historical  teaching  was   based  on  rote  learning  historical  facts  and  figures.  Learning  the  dates  of   battles  and  the  names  of  Kings  was  the  basis  for  passing  a  history  subject  as   the  emphasis  relied  on  historical  knowledge.  Now,  however,  teachers  have  

‰‡‡”ƒŽŽ›‡„”ƒ…‡†–Š‡˜‹‡™•‘ˆǮ‹–‡”’”‡–ƒ–‹‘ǯƒ†Š‹•–‘”‹…ƒŽ–Š‹‹‰

(Barton  2005,  p.  746).  This  coincides  with  the  understanding  that  there  is  not   just  one  correct  way  to  teach  historical  events.  How  could  there  be,  when  so   many  different  people  have  views,  records  and  sources  about  it?  History  is  not  

ƒ•—„Œ‡…–™‹–ŠǮ”‹‰Š–ǯ‘”Ǯ™”‘‰ǯƒ•™‡”•Ǣ‹–ǯ•Žƒ”‰‡Ž›•—„Œ‡…–‹˜‡ƒ†encourages   debate,  assuming  there  is  evidence  to  support  the  argument.  Students  are  now   encouraged  to  see  the  links  between  topics;  how  one  event  impacted  another.  

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  13 For  instance,  how  the  end  of  World  War  1  impacted  on  the  outbreak  of  World  

War  2.  Or  they  learn  about  social  history,  an  attempt  to  empathise  with  people   of  the  past  and  draw  links  to  –‘†ƒ›ǯ••‘…‹‡–‹‡•ȋ‘Ž˜‡”‡–ʹͲͳͳȌǤTeaching   historical  thinking  develops  critical  thinking  skills,  as  students  need  to  analyse   the  reasons  why  something  happened,  rather  than  just  being  informed  of  the   events  that  took  place  (McCall  2011,  p.  9).  Teaching  history  requires  sources   to  be  read  and  integrated,  whether  they  are  primary  or  secondary  sources.  

The  following  section  investigates  how  this  area  is  taught  for  students  aged   10-­‐12  in  Sweden.    

3.4.2.  Teaching  source  criticism    

Within  history  teaching,  source  criticism  has  altered  drastically  in  the  past  few   decades,  largely  due  to  the  change  in  the  historical  mindset  mentioned  above.  

With  the  new  emphasis  on  interpretation  and  historical  thinking,  the  

importance  of  teaching  source  criticism  has  increased.  Whilst  this  approach  is   being  widely  adopted,  it  is  important  that  sources  be  utilised  in  the  right  way.    

Within  the  Swedish  History  Curriculum,  there  are  only  a  few  syllabus  points   that  specifically  address  source  criticism  and  related  skills  for  grades  4-­‐6.  

These  are:  

x ǮWhat  historical  sources,  such  as  letters  and  other  documents,  can  tell  us   about  similarities  and  differences  in  the  living  conditions  of  children,  women   and  men  compared  with  today.  

x How  historical  persons  and  events,  such  as  Queen  Kristina,  Karl  XII  and  the   trials  of  witches,  have  been  presented  in  different  ways  through  different   interpretations  and  different  time  periods.  

x What  the  following  concepts  mean  Ȃ  change,  similarities  and  differences,   chronology,  cause  and  consequence,  sources  and  interpretation,  and  how   they  are  used  in  historical  contextsǤǯ  (Skolverket  2011,  p.  166-­‐167)    

In  addition  to  this,  the  curriculum  notes  that  the  most  basic  level  of  knowledge   required  to  pass  on  to  the  next  stage  (years  7-­‐9)  is  Grade  E.  In  relation  to  

Š‹•–‘”‹…ƒŽ•‘—”…‡ƒ–‡”‹ƒŽǡ–Š‡‘Ž›”‡“—‹”‡‡–ˆ‘”ƒǮǯ‰”ƒ†‡‹•–Šƒ–’—’‹Ž•

•Š‘—Ž†„‡ƒ„Ž‡–‘Ǯ—•‡Š‹•–‘”‹…ƒŽ•‘—”…‡ƒ–‡”‹ƒŽ–‘†”ƒ™•‹’Ž‡…‘…Ž—•‹‘•

ƒ„‘—–’‡‘’Ž‡ǯ•Ž‹˜‹‰…‘†‹–‹‘•ǡƒ†ƒ’’Žy  simple  reasoning  to  the  usefulness  

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  14

‘ˆ•‘—”…‡•ǯȋ‘Ž˜‡”‡–ʹͲͳͳȌǤ––Š‡Š‹‰Š‡•–Ž‡˜‡Žȋ”ƒ†‡Ȍǡ•–—†‡–•ƒ”‡•–‹ŽŽ

‘Ž›‡š’‡…–‡†–‘Ǯ†”ƒ™•‹’Ž‡…‘…Ž—•‹‘•ƒ„‘—–’‡‘’Ž‡ǯ•Ž‹˜‹‰…‘†‹–‹‘•ǯ

„—–ƒ”‡ƒŽ•‘‡š’‡…–‡†–‘Ǯƒ’’Ž›™‡ŽŽ†‡˜‡Ž‘’‡†”‡ƒ•‘‹‰ƒ„‘—t  sources  and  

–Š‡‹”—•‡ˆ—Ž‡••ǯȋ‘Ž˜‡”‡–ʹͲͳͳȌǤŠ‡‘™Ž‡†‰‡‡š’‡…–‡†‘ˆ–Š‡•–—†‡–•

in  this  stage  (4-­‐6)  is  not  particularly  high  in  relation  to  source  criticism,   though  the  wording  used  is  quite  broad.  This  could  be  due  to  the  

understanding  that  sources  need  to  be  used  throughout  History  classes,   perhaps  complementing  more  traditional  techniques.  For  example,  if  a  student   were  tasked  with  learning  about  World  War  1,  it  would  be  useful  to  have  both   background  knowledge  and  read  some  first  hand  accounts.  For  the  student  to   read  all  accounts  from  this  time  is  impractical,  so  a  combination  of  primary   sources  with  secondary  sources,  e.g.  textbooks,  is  a  sensible  option  (Barton   2005,  p.  749).  

It  has  also  been  noted  that  the  use  of  primary  sources  can  encourage  a  more   immersive  experience  for  the  student,  especially  when  they  need  to  learn   about  social  or  living  conditions.  Particularly  if  the  source  is  a  letter  or  diary,   the  personal  touch  can  be  easier  to  relate  to  than  an  old  law  document  (Barton   2005,  p.  752).    This,  once  again,  speaks  for  the  importance  of  including  sources   within  historical  teaching.    

3.5  Constructivist  teaching  theory  

When  considered  in  an  educational  framework,  constructivism  is  a  learning   theory  that  encourages  learning  to  be  based  upon  personal  experience  and   social  discovery  (Oulasvirta  2005,  p.  196).  It  often  links  exploration  with   reflection,  and  encourages  students  to  discuss  their  findings  with  classmates,   the  teacher  serving  as  a  guide  to  this  discovery.  Facilitation  is  often  a  key  word  

—•‡†™Š‡†‹•…—••‹‰…‘•–”—…–‹˜‹•ǡƒ•‹–ǯ•–Š‡–‡ƒ…Š‡”•™Š‘ˆƒ…‹Ž‹–ƒ–‡–Š‡

education  of  the  students.  As  the  teachers  are  the  facilitators  in  this   transaction,  it  is  the  students  who  are  responsible  for  acquiring  the  

knowledge.  As  they  will  possess  it,  the  internal  associations  the  children  form   are  more  in-­‐depth  and  longer  lasting  (Pressley  1992,  p.  3).  Jean  Piaget,  who   conducted  several  studies  regarding  child  psychology,  developed  most   theories  about  constructivism  in  education  and  how  children  learn.  His  

findings  represent  the  constructivist  beliefs  that  children  learn  best  if  they  can   experience  something  and  make  their  own  associations  with  it,  whether  it  be  a  

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  15 toy,  or  a  concept  in  a  history  game  (Piaget  1930,  p.  253).  There  are  a  few  

elements  of  constructivism  in  particular  which  are  often  applied  successfully   in  constructivist  classrooms:  scaffolding,  effective  questioning  and  reflection.    

3.5.1.  Scaffolding  during  discovery  

Scaffolding  in  constructivism  is  essential  as  it  allows  a  teacher  to  gently  guide   a  student  through  the  learning  process.  A  student  blindly  trying  to  learn  about   a  topic  without  any  guidance  is  probably  eventually  going  to  get  side-­‐tracked   or  lost,  especially  in  a  free-­‐range  environment  like  the  Internet  (Pressley   1992,  p.  19).  Scaffolding  allows  the  teacher  to  set  certain  guidelines  or  

signposts  that  the  student  can  reach,  yet  still  maintain  the  need  for  the  them  to   actively  search  for  and  understand  the  information.    

3.5.2.  Effective  Questioning  

Providing  effective  questioning  within  a  constructivist  framework  

complements  scaffolding  and  is  one  of  the  main  techniques  used  by  teachers.  

It  requires  the  educator  to  ask  the  students  what  they  are  thinking  and  the   reasons  for  it,  rather  than  just  asking  what  they  know  and  an•™‡”‹‰‹ˆ‹–ǯ•

right  or  wrong.  In  a  traditional  classroom  setting,  teachers  ask  if  a  student   knows  an  answer  to  a  question.  They  are  either  wrong  or  right  in  their   response  and  the  dialogue  is  ended.  Effective  questioning  asks  more  of  the   student.  It  encourages  them  to  explain  why  they  believe  something  is  correct   and  extend  their  knowledge,  linking  new  information  to  existing  frameworks.  

It  is  the  responsibility  of  the  teachers  to  ask  questions  that  cause  the  student   to  reflect  on  ™Šƒ––Š‡›ǯ˜‡Ž‡ƒ”–ǡˆ—”ther  scaffolding  their  knowledge  (Chin   2004,  p.  818).  

3.5.3.  Reflection  on  Content    

Another  aspect  of  constructivism  that  is  necessary  to  utilise,  alongside  the  two   concepts  mentioned  above,  is  the  encouragement  of  reflection.  Students  must   be  encouraged  to  reflect  on  the  knowledge  learnt,  but  more  importantly  their  

–Š‹‹‰’”‘…‡••‡•Ǣ”‡ˆŽ‡…–‹‰‘Š‘™–Š‡›…ƒ‡–‘–Š‡‹”…‘…Ž—•‹‘•Ǥ –ǯ•ƒŽ•‘

imperative  for  them  to  think  about  where  they  went  wrong,  and  highlight  any  

‡””‘”•–Š‡›ǯ˜‡ƒ†‡Ǥ›†‹•…‘˜‡”‹‰–Šese  themselves,  the  chance  they  will  

Ž‡ƒ”ˆ”‘–Š‡‹”‹•–ƒ‡•ƒ†”‡…‘‰‹•‡‹ˆ–Š‡›ǯ”‡ƒ„‘—––‘ƒ‡ƒ•‹‹Žƒ”‘‡ǡ

is  far  higher  than  if  the  teacher  was  to  tell  them  directly  (Pressley  1992,  p.  20).  

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  16 Reflection  on  a  learning  activity  after  its  completion  also  helps  to  

…‘–‡š–—ƒŽ‹•‡‹–ǡ‡Šƒ…‹‰ƒ•–—†‡–ǯ•ƒ„‹Ž‹–›–‘”‡…‘‰‹•‡™Š›‹–™ƒ•—•‡ˆ—Ž

and  what  it  could  be  used  for  (De  Freitas  2006,  p.  18).  

3.6.  Elaborative  Rehearsal  

Elaborative  rehearsal  is  a  theory  which  has  some  links  to  constructivism,  and   is  the  focus  of  the  parallel  study  within  this  project,  completed  by  Ivar  Särner.  

The  theory  emerged  from  the  framework  created  by  Craik  and  Lockhart   (1972),  concerning  the  importance  between  processing  information  and   memory  encoding.  Their  theory  focuses  on  introducing  two  levels  of   processing,  shallow  and  deep,  which  result  in  an  increase  in  aptitude  for   memory  encoding.  Whilst  shallow  processing  focuses  on  the  practices  of   maintenance  rehearsal,  deep  processing  is  linked  with  elaborative  rehearsal.  

For  education,  this  is  important  as  it  allows  information  to  be  stored  more   effectively  within  long-­‐term  memory.  By  increasing  the  understanding  and   connection  of  the  information,  both  to  long-­‐term  memory  and  with  other   knowledge,  the  understanding  of  the  original  information  is  more  concrete.  

This  would  allow  the  learner  to  recall  the  information  as  needed,  as  it  is  more   strongly  embedded  in  the  long-­‐term  memory  (Benjamin  and  Bjork  2000,  p.  

640).      

3.7.  Historiens  Väktare  

Historiens  väktare  (HV)  is  a  computer  game  designed  by  the  ETG  for  testing   and  educational  purposes.  It  aims  to  teach  students  aged  10-­‐12  about   historical  events,  particularly  in  the  area  of  discoveries  and  inventions  from   1400-­‐1780.  It  is  a  web-­‐based  game  and  has,  thus  far,  served  as  a  method  of   testing  theories  surrounding  Teachable  Agents  (see  further  studies  by  the   ETG).    

3.7.1.  Game  Structure  

The  HV  game  has  quite  a  simple  set  of  point  and  click  interactions.  At  the   beginning  of  the  game,  the  player  is  introduced  to  the  Castle  of  Time,  along   with  a  time-­‐elf  who  needs  to  find  out  information  about  various  historical   events  and  characters  by  time  travelling.  As  the  elf  …ƒǯ––”ƒ˜‡Žȋ†—‡–‘–”ƒ˜‡Ž-­‐

sickness),  the  player  must  discover  the  required  information  so  the  elf  can   learn  all  it  needs  to,  in  order  to  succeed  the  retiring  Guardian  of  Time  

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  17 (Chronos).  After  the  player  has  received  a  knowledge-­‐based  mission  from  

Chronos,  the  player  travels  back  in  time.  Whilst  there,  they  can  interact  with  a  

•’‡…‹ˆ‹……Šƒ”ƒ…–‡”ƒ†˜ƒ”‹‘—•ƒ”–‡ˆƒ…–•ǡ†‹•…‘˜‡”‹‰‘”‡ƒ„‘—––Š‡‹”Ž‹ˆ‡ǯ•

achievements.  The  dialogues  with  the  characters  are  all  pre-­‐defined  and  the   students  merely  have  to  click  through  the  options  once  they  have  finished   reading  the  text.  They  could,  for  example,  visit  Isaac  Newton  in  Oxford  or   Galileo  Galilei  in  Florence.  The  players  then  return  to  the  present  to  complete  

ƒ–‡ƒ…Š‹‰ƒ…–‹˜‹–›ȋǮ•‘Ž•ƒŽǯ‹™‡†‹•ŠȌ™Š‡”‡–Š‡›ƒ”‡–‡•–‡†‘–Š‡

information  gathered.  The  tests  are  usually  in  one  of  three  formats,  a  concept   map,  timeline  or  a  sorting  activity.  Once  the  player  receives  enough  correct   answers,  they  are  able  to  finish  the  test  and  receive  another  mission.      

                           

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  18

4.  Method  

The  methods  outlined  below  have  been  split  into  two  parts,  the  adaptations   made  to  the  HV  game,  and  the  experiment  conducted  to  test  the  theories.    

4.1  Adaptations  to  Historiens  Väktare  

As  HV  is  an  existing  game,  most  of  the  work  completed  in  regards  to  game   design  is  more  easily  related  to  the  adaptations  that  needed  to  be  

implemented  for  the  purposes  of  this  study  (hence  the  title  of  this  chapter).    

The  rest  of  this  chapter  outlines  the  steps  and  methods  that  were  used  in  the   development  of  the  new  missions  within  HV,  that  is,  the  adaptations  made  to   the  game.  The  results  of  these  methods  can  be  found  in  Chapter  5.1.  

4.1.1.  Finding  a  Historical  Event    

As  the  game  needed  to  take  place  within  a  historical  context,  an  appropriate   historical  event  needed  to  be  selected.  To  simplify  this  task,  there  were   criteria  provided  by  the  ETG  that  needed  to  be  followed.  The  event  needed  to   take  place:  

x Between  1400-­‐1780  

x In  a  country  HV  had  previously  visited:  France,  Germany,  England,  Italy,   Poland  and  Denmark.  

As  the  missions  concerned  source  criticism,  the  event  also  needed  to  have  a   number  of  sources,  preferably  from  different  viewpoints  or  about  different   theories.  They  also  needed  to  be  available  for  use  within  an  educational   context.    

In  order  to  find  an  appropriate  event,  a  web-­‐based  search  was  conducted,   finding  options  that  fit  within  the  criteria  listed  above.  These  were  then   assessed  according  to  the  sources  available  for  each  event,  before  a  selection   was  made.      

4.1.2  Mind  map  of  chosen  historical  event  

On  the  basis  of  the  extensive  research  completed,  a  mind  map  was  created.  

This  was  done  in  order  to  gain  a  generalised  understanding  of  the  facts  of  the   event  and  identify  possible  sources  to  be  utilised.  This  would  provide  the  basis   for  the  processes  of:    

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  19 x Creating  the  narrative  and  dialogues  on  which  the  game  would  be  based  

upon  

x Constructing  the  pre  and  post-­‐test  questions    

x Deciding  on  which  sources  would  be  best  suited  to  the  game.  

4.1.3.  Brainstorming  how  to  include  SC  in  a  game  

As  we  needed  to  teach  the  students  about  source  criticism,  we  conducted  a   brainstorming  session  which  enabled  us  to  suggest  a  number  of  ways  that   would  allow  students  to  interact  with  historical  sources.  These  ideas  were  all   based  on  commonly  accepted  history  pedagogy  that  encourages  interpretation   and  historical  thinking  regarding  an  event  and  its  sources.  

4.1.4.  Workshop  

In  order  to  make  the  most  educated  assessment  and  decide  on  the  sources  and   methods  which  would  be  best  suited  to  our  aim,  a  workshop  was  conducted  at   Lund  University.  This  workshop  was  attended  by  Agneta  Gulz  and  Annika   Silvervarg  (our  supervisors),  Magnus  Haake  (ETG  member)  and  Irene  

Andersson  (History  didactics  expert),  as  well  as  Ivar  Särner  and  Jess  Brewster.  

Over  the  course  of  a  day,  we  presented  our  initial  ideas  from  the  

brainstorming  sessions  and  discussed  which  ones  would  be  best  suited  for  the   purpose  of  the  study.  

The  topics  discussed  at  this  workshop  included:  

x Aspects  of  SC  and  facts  to  be  included.  This  was  in  order  to  decide  what   aspects  of  source  criticism  should  be  included,  as  well  as  how  best  to   incorporate  the  facts.    

x How  the  skolsal-­‐test  should  be  designed.  This  was  to  determine  which  of  the   many  possibilities  could  be  used  in  the  game-­‐    

x What  is  the  general  narrative.  The  artefacts  and  characters  that  the  students   interacted  with  needed  to  be  carefully  chosen  so  they  would  fit  within  one  (or   more)  of  three  categories:  

ƒ Helped  answer  the  mission  questions  

ƒ Was  an  excerpt  or  the  author  of  a  specific  source  

ƒ Answered  questions  that  were  included  in  the  pre  and  post-­‐

tests.  

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  20 x The  narrative  of  the  game  was  to  follow  the  existing  format  of  missions  

already  existing  within  HV,  therefore  our  chosen  characters  and  artefacts   needed  to  be  placed  within  this  context.  

x What  the  difference  between  the  two  versions  of  the  game  would  be:  This  was   an  important  aspect  that  needed  to  be  discussed,  as  both  constructivism  and   elaborative  rehearsal  needed  to  be  taken  into  account.    

4.1.5.  Grouping  of  aspects  from  the  Mind  Map  

This  was  done  in  order  to  classify  the  necessary  content  into  different  groups.  

These  groups  were  based  on  different  characters,  theories,  sources  and  any   additional  points  we  needed  to  include.  From  this,  it  was  hoped  that  facts   could  easily  be  attributed  to  specific  sources  and  a  definitive  list  of  the   characters  and  sources  was  visually  identifiable.    

4.1.6.  Sketching  of  scenes  based  on  chosen  sources  and  characters  

Basic  sketches  using  pen  and  paper  methods  were  chosen  as  a  simple  way  of   communicating  our  ideas  for  each  scene.  This  needed  to  be  done  in  order  to   have  both  a  visualisation  for  ourselves,  and  to  send  it  to  members  of  the  ETG   who  would  be  assisting  with  the  design  and  programming  of  the  game.    

4.1.7.  Dialogue  scripting  in  parallel  with  creation  of  Pre  and  Post -­‐test   questions  to  match  scene  content.  

The  questions  for  the  testing  were  written  alongside  the  game  dialogues,  so  all   necessary  information  could  be  included  within  the  game.  Whilst  the  

questions  needed  to  represent  two  theories,  they  were  still  written  conjointly,   as  the  content  for  each  set  of  questions  needed  to  be  included  seamlessly  into   the  game.    

4.1.8.  Feedback  and  revision  until  final  version  

This  was  the  next  step  completed,  as  all  content  needed  to  be  approved  in   English  and  Swedish  before  it  could  be  implemented.  Multiple  versions  of  all   of  the  game  content  was  created  and  evaluated  by  the  authors  and  members   of  the  ETG.    

4.1.9.  Difference  of  the  two  game  versions  

In  order  to  test  the  theories  of  elaborative  rehearsal  and  constructivism,  two   versions  of  the  game  were  constructed.  One  of  these  needed  to  be  a  control  

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  21 version,  whilst  the  other  applied  elements  of  each  of  the  theories  to  serve  as  

an  experimental  version.  As  both  theories  are  quite  broad,  it  would  have  been   unrealistic  to  include  all  aspects  of  either  one,  nor  would  that  be  completely   feasible  in  a  game  setting.  Consequently,  the  background  research  completed   about  each  theory  was  used  to  focus  on  those  points  that  would  assist  in  this   game  context.  This  occurred  following  extensive  discussions  and  comparisons   between  both  theories.  Consideration  was  also  given  to  the  interactions  found   in  the  existing  game,  that  constricted  the  choices  we  would  be  able  to  

realistically  implement.  The  choice  also  needed  to  fit  within  the  narrative.      

4.1.10.  Implementation  of  graphics  and  coding  

This  was  the  last  step  taken  before  testing  began  and  was  undertaken  by   members  of  the  ETG  who  built  the  game  within  the  existing  structure.    

 

4.2.  Evaluation  of  HV  

The  evaluation  completed  for  this  study  was  an  experiment  that  was   conducted  in  the  form  of  pre  and  post-­‐tests  after  playing  the  designed   missions.  The  following  sections  outline  the  setup  of  the  experiment.    

4.2.1  Participants  

The  participants  of  this  study  were  44  primary  school  students  aged  10-­‐12   years  old.  All  students  were  from  two  classes,  located  at  one  of  two  schools  in   Helsingborg.  One  class  had  17  students  and  one  teacher  (called  Class  1  in   subsequent  discussion).  The  other  class  had  27  students  and  two  teachers   (Class  2).  Overall,  4  students  did  not  complete  the  tests,  leaving  40  students  in   total.    

4.2.2  Equipment  

The  pre  and  post  tests  were  all  completed  on  Chromebooks,  using  Google   Forms.  The  Chromebooks  were  provided  by  the  schools  and  the  students  had   experience  using  them.  Google  forms  was  utilised  for  the  tests  as,  on  the   advice  of  the  ETG  (and  in  deference  to  our  own  opinions),  it  was  believed  a   computer-­‐based  test  would  be  more  engaging  to  students  as  opposed  to  a   standard  pen  and  paper  test.  Images  related  to  the  plague  were  also  included   within  the  quiz  to  attract  interest.  

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  22 The  game  itself  was  also  played  on  the  Chromebooks,  through  an  internet  

browser,  as  the  game  was  placed  on  a  server.  The  students  accessed  this   through  a  URL,  emailed  to  them  by  their  teachers.    

4.2.3.  Testing  setup  

Testing  Groups    

Prior  to  any  testing  beginning,  the  students  were  all  split  into  groups,  in  order   to  test  our  theories  effectively.  Within  each  class,  the  students  were  randomly   assigned  to  two  groups,  the  control  group  who  would  play  the  control  version   of  the  game  and  the  experimental  group  that  would  play  the  experimental   version.  These  groups  were  then  randomly  halved  again,  with  half  the  

students  receiving  one  set  of  pre  and  post-­‐tests  (version  1),  and  the  other  half   receiving  the  second  set  of  the  pre  and  post-­‐tests  (version  2).  This  essentially   left  us  with  4  test  groups.      

Two  versions  of  the  pre  and  post-­‐tests  were  created  in  order  to  increase  the   validity  of  the  test  and  to  reduce  the  chance  the  students  would  remember  the   questions.  Version  2  contained  the  same  answers  as  version  1  but  had  

rephrased  questions.  22  students  were  allocated  to  receive  each  version.  Half   would  receive  version  1  as  the  pre-­‐test,  followed  by  version  2  as  the  post-­‐test.  

The  other  half  would  receive  version  2  as  the  pre-­‐test,  followed  by  version  2   as  the  post-­‐test.  The  randomisation  of  students  within  the  control  and   experimental  groups  was  done  to  counteract  any  potential  difference  in  the   two  test  versions  and  increase  the  chance  of  measuring  accurately  any   learning  difference.    

Procedure    

Each  class  was  visited  over  a  3-­‐day  period  for  40-­‐60  minutes  per  day.  The   timetable  for  the  testing  was  as  follows:  

Day  1:  Pre-­‐–‡•–™‹–Š‡Ž‹‡†ǯŠƒ–‡Ž‡–‹••‹‘’Žƒ›‡†„‡–™‡‡ƒ”–ͳ&  Part  2.  

Day  2:  Play  Source  Criticism  mission  

Day  3:  Post-­‐test  with  Othello  played  between  Part  1  and  Part  2.  

Prior  to  our  arrival  on  the  testing  days,  an  email  with  a  URL  containing  either   the  tests  or  the  game  had  been  sent  to  all  students,  according  to  the  groups  

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  23 they  had  been  placed  into.  This  step  was  completed  by  the  class  teachers  and  

ensured  the  classes  were  prepared  in  order  to  make  the  most  of  the  time   available.    

Observations  were  recorded  throughout  the  testing,  with  notes  on  the   comments  and  behaviours  of  the  students  recorded  discreetly  on  a  laptop.  

Pre  and  Post-­‐testing    

The  testing  in  this  study  was  a  traditional  pre  and  post-­‐test  made  up  of  24   questions.  14  of  the  questions  tested  knowledge  about  historical  facts   regarding  the  The  Great  Plague  of  London,  of  which  1  out  of  the  6  multiple-­‐

choice  responses  was  correct.  One  mark  was  given  for  each  correct  response.  

The  remaining  10  questions  were  all  about  source  criticism,  requiring  the   students  to  give  2  answers  out  of  5  responses  for  each  question,  resulting  in  a   non-­‐normal  distribution.  This  is  due  to  the  fact  that,  if  selecting  two  answers   at  random  for  each  question,  the  chance  of  getting  a  0  score  is  0.3,  the  chance   of  getting  1  is  0.6  and  to  the  chance  to  get  a  score  of  2  is  0.1.  For  the  source   criticism  questions,  one  mark  was  given  for  each  correct  response.  The  source   criticism  and  fact  questions  were  also  randomised  to  give  some  variety.    

As  the  test  had  24  questions,  the  ETG  advised  that  this  would  be  too  many   questions  for  the  participants  to  answer  in  one  test.  This  was  mainly  due  to   the  potential  for  the  students  to  lose  concentration  and  become  tired  of   reading  the  questions.  As  the  source  criticism  questions  in  particular  were   quite  long  and  in  some  instances  required  the  students  to  analyse  excerpts,  it   was  important  that  the  students  remain  fresh  and  attentive.  Consequently  the   test  was  split  into  two  parts,  the  students  playing  a  short  game,  unrelated  to   ours,  between  each  one.  None  of  the  knowledge  or  skills  that  could  be  gained   from  these  games  was  found  in  the  tests.  

         

References

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