Museums, games, and historical imagination: Student responses to a games-based experience at the Australian national maritime museum

Digital games feature prominently in discussions concerning the ways museums might reimagine themselves—and best serve their audiences—in an increasingly digital age. Questions are increasingly asked about the opportunities various games might provide to foster historical imagination, and, in this p...

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Main Authors: Leonie Rowan, Geraldine Townend, Catherine Beavis, Lynda Kelly, Jeffrey Fletcher
Format: Article
Language:English
Published: Digital Culture & Education (DCE) 2016-07-01
Series:Digital Culture & Education
Subjects:
Online Access:http://www.digitalcultureandeducation.com/uncategorized/rowan-et-al-html/
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spelling doaj-579a580d0dcd4bd5b4218e0be77c8f292020-11-25T00:07:01ZengDigital Culture & Education (DCE)Digital Culture & Education 1836-83011836-83012016-07-0183Museums, games, and historical imagination: Student responses to a games-based experience at the Australian national maritime museumLeonie RowanGeraldine Townend Catherine Beavis Lynda Kelly Jeffrey FletcherDigital games feature prominently in discussions concerning the ways museums might reimagine themselves—and best serve their audiences—in an increasingly digital age. Questions are increasingly asked about the opportunities various games might provide to foster historical imagination, and, in this process, contribute to the curation, construction and dissemination of knowledge: goals central to the work of modern museums. This paper reports on the experiences and perceptions of three groups of year 9 students (aged 14-15) as they engaged with one purpose built digital game—called The Voyage—at the Australian National Maritime Museum in 2015. The researchers sought students’ feedback on the strengths, weakness and possibilities associated with using games in museum contexts (rather than at home, or at school). In presenting students’ perspectives and their associated recommendations, the paper provides vital end-user input into considerations about how museums might maximize the potential of digital games, to enhance historical awareness and understanding, build links to formal curriculum, and strengthen partnerships between schools and museums.http://www.digitalcultureandeducation.com/uncategorized/rowan-et-al-html/digital gameshistorical imaginationlearningcurriculumimagination
collection DOAJ
language English
format Article
sources DOAJ
author Leonie Rowan
Geraldine Townend
Catherine Beavis
Lynda Kelly
Jeffrey Fletcher
spellingShingle Leonie Rowan
Geraldine Townend
Catherine Beavis
Lynda Kelly
Jeffrey Fletcher
Museums, games, and historical imagination: Student responses to a games-based experience at the Australian national maritime museum
Digital Culture & Education
digital games
historical imagination
learning
curriculum
imagination
author_facet Leonie Rowan
Geraldine Townend
Catherine Beavis
Lynda Kelly
Jeffrey Fletcher
author_sort Leonie Rowan
title Museums, games, and historical imagination: Student responses to a games-based experience at the Australian national maritime museum
title_short Museums, games, and historical imagination: Student responses to a games-based experience at the Australian national maritime museum
title_full Museums, games, and historical imagination: Student responses to a games-based experience at the Australian national maritime museum
title_fullStr Museums, games, and historical imagination: Student responses to a games-based experience at the Australian national maritime museum
title_full_unstemmed Museums, games, and historical imagination: Student responses to a games-based experience at the Australian national maritime museum
title_sort museums, games, and historical imagination: student responses to a games-based experience at the australian national maritime museum
publisher Digital Culture & Education (DCE)
series Digital Culture & Education
issn 1836-8301
1836-8301
publishDate 2016-07-01
description Digital games feature prominently in discussions concerning the ways museums might reimagine themselves—and best serve their audiences—in an increasingly digital age. Questions are increasingly asked about the opportunities various games might provide to foster historical imagination, and, in this process, contribute to the curation, construction and dissemination of knowledge: goals central to the work of modern museums. This paper reports on the experiences and perceptions of three groups of year 9 students (aged 14-15) as they engaged with one purpose built digital game—called The Voyage—at the Australian National Maritime Museum in 2015. The researchers sought students’ feedback on the strengths, weakness and possibilities associated with using games in museum contexts (rather than at home, or at school). In presenting students’ perspectives and their associated recommendations, the paper provides vital end-user input into considerations about how museums might maximize the potential of digital games, to enhance historical awareness and understanding, build links to formal curriculum, and strengthen partnerships between schools and museums.
topic digital games
historical imagination
learning
curriculum
imagination
url http://www.digitalcultureandeducation.com/uncategorized/rowan-et-al-html/
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AT catherinebeavis museumsgamesandhistoricalimaginationstudentresponsestoagamesbasedexperienceattheaustraliannationalmaritimemuseum
AT lyndakelly museumsgamesandhistoricalimaginationstudentresponsestoagamesbasedexperienceattheaustraliannationalmaritimemuseum
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