Využití interaktivních nelineárních příběhů pro výuku dějin každodennosti na základě práce s digitalizovaným kulturním dědictvím : případová studie s Twine2
Title in English | Using Interactive Non-Linear Stories To Teach The History Of Everyday Life By Working With Digitised Cultural Heritage : A Case Study With Twine2 |
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Authors | |
Year of publication | 2023 |
Type | Article in Periodical |
Magazine / Source | Journal of Technology and Information Education |
MU Faculty or unit | |
Citation | |
web | https://www.jtie.upol.cz/cz/artkey/jti-202302-0003_vyuziti_interaktivnich_nelinearnich_pribehu_pro_vyuku_dejin_kazdodennosti_na_zaklade_prace_s_digitalizovanym_ku.php |
Doi | http://dx.doi.org/10.5507/jtie.2024.002 |
Keywords | case study; Twine2; digitized cultural heritage; high schools; game book; telling the story; history of everyday life |
Description | The purpose of this study is to provide a description of the process of designing and developing a non-linear interactive multimedia story based on the use of digitized cultural heritage for purposes of educating students about history of everyday life. The study takes the form of a case study and employs a combination of research methods: interviews with teachers from secondary schools (3), questionnaires completed by secondary school students (58), questionnaires completed by university students (6), and opinions provided by expert reviewers (2). The study utilizes a follow-up design that incorporates both qualitative and quantitative feedback in order to facilitate the iterative development of the final product. The results of the study suggest that the chosen form of educational material is perceived by students as effective, entertaining, and conducive to personal development, resulting in a deeper understanding of the concept of everyday life in the past. |
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