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Histoire contrefactuelle

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The Crisis of Catiline – A Chapter-Length Reacting to the Past Game. Reacting to the Past:Reacting to the Past. Reacting to the Past. Turning Points—Actual and Alternate Histories: Colonial America from Settlement to the Revolution - ABC-CLIO. September 2006 Hardcover 978-1-85109-827-9 $94.00 Add to Cart eBook 978-1-85109-828-6 Call Your Preferred eBook Vendor for Pricing International Pricing Hardcover: £73.00/82,00€/A$135.00 This work is a thought-provoking look at the original 13 colonies, presenting the facts and engaging the reader by using alternate history—what if key events had turned out differently?

Turning Points—Actual and Alternate Histories: Colonial America from Settlement to the Revolution - ABC-CLIO

—to help develop critical thinking skills. This entry in ABC-CLIO's exciting series Turning Points—Actual and Alternate Histories covers the development of the original 13 states, from first European contact up to the Revolutionary War. Using the fascinating tool of alternate history—postulating the course of events, had one key fact been different—the book engages students' imaginations and critical thinking skills. Features Highlights. Les jeux en réalité alternée. Jean-Thomas Maillioux, documentaliste-Tice, CRDP de Créteil Alors que l'expérimentation autour du jeu vidéo en tant qu'outil d'enseignement se développe, il convient de se pencher sur les possibilités d'un autre type de jeu, les jeux en réalité alternée, et sur ce qu'ils peuvent apporter aux situations pédagogiques et aux élèves.

Les jeux en réalité alternée

Un dispositif promotionnel devenu oeuvre à part entière Héritier, par son ampleur, des grands chasses au trésor et enquêtes participatives de la fin du XXe siècle, comme The Masquerade (1979) ou Sur la trace de la Chouette d'Or (1993), le jeu en réalité alternée1 moderne commence sa carrière comme outil promotionnel, dans le cadre de campagnes publicitaires pour le cinéma et le jeu vidéo : The Beast pour la sortie du film A.I., et Ilovebees pour le jeu Halo 2. Des grands principes communs Quel intérêt pédagogique ? Quels obstacles à la mise en oeuvre ? Comme pour tout projet expérimental, de nombreux obstacles peuvent se présenter en cours de réalisation.

Alternate Reality Games in Class. "Alternate Reality Games in the Classroom" (post; dead link but the information below remains useful) introduces Alternate Reality Games (ARGs) and lays out a five-step design process for using ARGs in a post-secondary class. 1.

Alternate Reality Games in Class

What Are Alternate Reality Games? "Alternate Reality Games (or ARGs) are built on the idea of a shared story invading the physical world, and can include scenarios of invading aliens, impending apocalypse, or mysteries waiting to be solved. " "While some incorporate technology or social media, many ARGs are built by transforming objects and spaces in the learners’ physical environment. " "Players collaborate and react to those ongoing stories through the mediation of the game designer, and in so doing, build new skills towards the intended learning objectives [or outcomes].

" 2. Secret Agents in the Schoolroom: The Arcane Gallery of Gadgetry ARG. [This is a guest article from Amanda Visconti, a Literature Ph.D. student at the University of Maryland.

Secret Agents in the Schoolroom: The Arcane Gallery of Gadgetry ARG

In addition to her work on the UMD iSchool ARG Team, she serves as Webmaster for the Maryland Institute for Technology in the Humanities (MITH) and is co-organizing a humanities game unconference, THATCamp Games ( to be held in Spring 2012.] How often can you say the government paid you to go down the rabbit hole? For anyone who believes that games are an undervalued method of teaching, I and my research teammates were in a most happy position: through a generous NSF EAGER grant, we had a chance to study how alternate reality games (ARGs, whose entry points are termed “rabbit holes”) could help students enjoy a full plate of lessons too often served up dryly: skills critical to STEM, information literacy, and historical thinking. AGOG is part of a larger research study on the design and educational use of ARGs led by Drs. Kari Kraus and Derek Hansen. Work Cited. Arcane Gallery of Gadgetry Design Story (HCIL Symposium)

ALTERNATE REALITY GAMES – Ann Fraistat. The Tessera, Parts 1 & 2 Creative Writer & Narrative Designer / Acted in-game role as Curator of CHM The Tessera, Part 1: A Light in the Dark Deep inside Horsley Towers, members of a secret society called The Tessera have long safeguarded their inventions against their enemy, S.


But now, S has found them, determined to blot out the light of human ingenuity with its own wild anarchy. By working together to solve network puzzles, complete circuits using logic gates, and design their own technological inventions, players drive the darkness away. Tecumseh Lies Here. From 2009 to 2013 I was project manager for Tecumseh Lies Here, a pervasive history education game.

Tecumseh Lies Here

Working with Professor Rob MacDougall and a team of researchers and designers at Western, we created an alternate reality game for adults, and then an augmented reality “untextbook” for grades 6 to 8. Both versions of the game focused on the life of Tecumseh, the legendary Shawnee warrior wh o led a confederacy of First Nations against the United States during the War of 1812.