- Sun Sep 05, 2021 3:31 pm
#54
To many who've experienced the long hours of sitting through history classes rotely memorizing names of key figures, dates, and various factoids, the question of the relevance of much of this information would surely have arisen at least once during their time dilated school years. What was the point of learning any of it if the usefulness would become apparent only in games of trivia or general knowledge with little relevance to the pursuit of wealth? Such a question is indeed applicable to any school subject depending on the child's interests, but history as taught in classrooms with its names, dates, and achievements have very little practical application to many of the wage earning class. The lessons are particularly dry and clinical in their treatment of the past, whereas they can potentially be a wonderful re-living and a re-telling of personal stories of brilliant people. I imagine that that's what history in its original oral traditional form was. The stories of the important people were embellished and told in narratives with key lessons to be learned, helping the listener to make better decisions regarding his own predicaments based on the actions and consequences of those protagonists. The lives of these historical figures were not meant to be dropped in as a sentence or a paragraph in a text book crediting/vilifying them with their achievements/failures by scholars and academics. Their lives were meant to be re-lived.
Biographies bridge this gap and focus on the personal side of individuals and their relationships. They're often comprehensive documentations delving into key events reconstructed from various sources. Biographies however are too voluminous and involved to be practically teachable in classrooms. But what if those biographies can be condensed and used as teaching vehicles similar to the oral traditions of yore? What if the discoveries and the thinking processes leading to those achievements can be reconstructed and be presented as a puzzle/game to the student? What if prevailing ideas of the Zeitgeist and the world environment of the past can be used to teach about cultures and customs?
We've seen such "what if" scenarios making appearances through various forms of media and entertainment in the recent past. Time travel in the movie "Bill & Ted's Excellent Adventure" takes the slacker high-school duo through history in an attempt to bring important historical figures back to their present time to help them pass a crucial oral presentation. The teens actively engage in learning and living in those historical eras, and casually pick up information as they go along rather than attempting to rotely memorize from a book sitting in front of a desk. "Star Trek: The next generation" introduces the "holodeck", a holographic virtual simulation allowing full immersive experience, often featuring fictional settings based on historical reconstructions, almost giving the impression of time travel. Games such as "Assassin's Creed" attempt a faithful rendition of the past environments and the events as they are remembered, but also intermix them with the fiction of the main narrative. Then there's the episode of the "Simpsons", where Lisa imagines a virtual reality history lesson of Genghis Khan's conquest as narrated to her by the Mongol lord himself.
There are many more examples like these, confirming that the idea is already well established in many minds. Today we have the technology and the means of enabling such a vision using computer technologies. However using it as a teaching tool rather than as a source of entertainment has yet to come about. There are also informational videos and CGI generated content, but none that are geared towards the type of re-living experience proposed in this topic. Is it possible to form a curricula based on such a method? Can such an interactive experience be used to impart historical reconstructions and be used as a vehicle for teaching in general? What are the limits and possibilities from the current viewpoint? And how should it be used with traditional schooling?
Biographies bridge this gap and focus on the personal side of individuals and their relationships. They're often comprehensive documentations delving into key events reconstructed from various sources. Biographies however are too voluminous and involved to be practically teachable in classrooms. But what if those biographies can be condensed and used as teaching vehicles similar to the oral traditions of yore? What if the discoveries and the thinking processes leading to those achievements can be reconstructed and be presented as a puzzle/game to the student? What if prevailing ideas of the Zeitgeist and the world environment of the past can be used to teach about cultures and customs?
We've seen such "what if" scenarios making appearances through various forms of media and entertainment in the recent past. Time travel in the movie "Bill & Ted's Excellent Adventure" takes the slacker high-school duo through history in an attempt to bring important historical figures back to their present time to help them pass a crucial oral presentation. The teens actively engage in learning and living in those historical eras, and casually pick up information as they go along rather than attempting to rotely memorize from a book sitting in front of a desk. "Star Trek: The next generation" introduces the "holodeck", a holographic virtual simulation allowing full immersive experience, often featuring fictional settings based on historical reconstructions, almost giving the impression of time travel. Games such as "Assassin's Creed" attempt a faithful rendition of the past environments and the events as they are remembered, but also intermix them with the fiction of the main narrative. Then there's the episode of the "Simpsons", where Lisa imagines a virtual reality history lesson of Genghis Khan's conquest as narrated to her by the Mongol lord himself.
There are many more examples like these, confirming that the idea is already well established in many minds. Today we have the technology and the means of enabling such a vision using computer technologies. However using it as a teaching tool rather than as a source of entertainment has yet to come about. There are also informational videos and CGI generated content, but none that are geared towards the type of re-living experience proposed in this topic. Is it possible to form a curricula based on such a method? Can such an interactive experience be used to impart historical reconstructions and be used as a vehicle for teaching in general? What are the limits and possibilities from the current viewpoint? And how should it be used with traditional schooling?
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