Open Access
videojátékok és a történelemoktatás keresztmetszete – egy speciálkollégium tapasztalatai
Author(s) -
János Vas
Publication year - 2022
Publication title -
hallgatói műhelytanulmányok
Language(s) - English
Resource type - Journals
ISSN - 2063-6024
DOI - 10.55508/hmt/2021/10867
Subject(s) - syllabus , curriculum , mathematics education , pedagogy , sociology , psychology
Vas, István: Video games in the Education of History– An Analysis of a University Lecture
The needs of reforming the current educational methodology is in the focus of research during the past few years both in international researchers (Prensky 2006; Gee 2012) and in Hungarian researchers (Fegyverneki 2016; Prievara 2015, 2018) as well. According to the results the sphere of the current curriculum and methodology are extended with digital practices, meanwhile one has been trying to integrate videogames in the educational system (Squire 2003; Radetich 2005; Ellard 2012; Wainwright 2014). In Hungary, there is an undergoing research of using video games in education since 2016 (Vas 2016, 2017, 2018). This article represents a research update, where according to the main concept, video games should be used in university education for the teacher training students to get acquainted with the methodological possibilities in order to use them bravely in the future. As a pilot lecture for the further research a university course was kept in the second semester of 2017/2018 with the author’s supervisor in the University of Debrecen. The article summarizes the experience of the lecture, the requirements and the syllabi of the course, and introduces the results of the three surveys, which were filled during the semester (N=82). The surveys investigated different approaches towards video games like the gaming habits of the students, the platforms they use, their opinions about the four categories based on using video games in History lessons in high schools and how the students feel the lecture successful. The course was taken by first- and second years students’, who use mainly laptops (52.4%), smart phones (48.4%) and computers for playing video games. According to the different styles of video games, they prefer mobile games (2.86); however, there are differences between males and females. As for educational purposes, they would use grand strategic video games (3.28) yet in terms of franchises, they would use the Assassin’s Creed-series (3.69), while in classes they would use them in language sessions (26%). According to the positive feedbacks of the lecture, using video games in the university for teacher training students is a motivational way of establishing a methodological open-mindedness for their future profession.