In this paper we will examine how to create an educational game as part of an education programme in History in 6th grade. We have created the game based on the principles of Design Thinking: Empathise, define, ideate and prototype. In Design Thinking there is also one last step, which is the ‘test’ phase, but we have decided to focus on the first four to make a game based on our empirical research and theory. For our empirical research we have used qualitative interviews, where we interviewed two teachers and six 6th grade pupils. We also did field work based on sensory- and autoethnography work. With our theory and empirical research combined we analysed how to create the best learning potential. Our game will take place in Roskilde Domkirke and based on the theme “power”. In the game they have to solve who murdered Harald Bluetooth by going through various smaller games and tasks. It is important that they will get a throughout introduction to the theme and game before beginning, in order to enhance the learning possibilities. After the trip to Roskilde Domkirke they will be given the task to create a role play based on a given situation, where they have to use what they learned on the trip. The role play will be a part of evaluating the experience and as a follow up on the theme.
|Uddannelser||Performance-design, (Bachelor/kandidatuddannelse) Kandidat|
|Udgivelsesdato||17 dec. 2019|
|Vejledere||Klaus Hildebrand Frederiksen|