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

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    Author(s)
    Rowan, Leonie
    Townend, Geraldine
    Beavis, Catherine
    Kelly, Lynda
    Fletcher, Jeffrey
    Griffith University Author(s)
    Townend, Geraldine
    Rowan, Leonie
    Beavis, Catherine A.
    Year published
    2016
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    Abstract
    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 ...
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    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.
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    Journal Title
    Digital Culture & Education
    Volume
    8
    Issue
    3
    Publisher URI
    https://www.digitalcultureandeducation.com/volume-83-papers/museums-games-and-historical-imagination-student-responses-to-a-gamesbased-experience-at-the-australian-national-maritime-museum
    Copyright Statement
    © The Author(s) 2016. This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) License (http://creativecommons.org/licenses/by-nc-sa/4.0/) which permits unrestricted, non-commercial use, distribution and reproduction in any medium, providing that the work is properly cited. If you alter, transform, or build upon this work, you may distribute the resulting work only under a licence identical to this one.
    Subject
    Humanities and Social Sciences Curriculum and Pedagogy (excl. Economics, Business and Management)
    Communications Technologies
    Communication and Media Studies
    Publication URI
    http://hdl.handle.net/10072/99663
    Collection
    • Journal articles

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