In the Footsteps of the Muses: Writing for Archaeogaming Educational Modules (AEM)
Author(s): Emily McElroy
Year: 2023
Summary
This is an abstract from the "Digitizing Archaeological Practice: Education and Outreach in the Archaeogaming Subdiscipline" session, at the 88th annual meeting of the Society for American Archaeology.
Video games are no longer silly pastimes where you press “B” to jump. As video games have become a larger part of children’s life, so too have video games become a larger part of academia. Video games are now being designed to display academic and historical subjects such as Ancient Rome, Ancient Egypt, and the Viking Diaspora. Yet there has been pushback from implementing video games in school. Research has shown that teachers are resistant to using video games in the classroom for several reasons, including fear of parental objection, lack of knowledge about resources, or simply viewing video games as a childish time waste. The process of writing for the AEMs is designed to help counter these misconceptions about archaeogaming. The writing must strike a balance between historical accuracy and approachability. The methods of creating each module include research, consultation with fellow scholars, assessing what imagery a video game can offer, writing the module based on these factors, and then editing the final script to make sure each section is the best it can be. In writing for the modules, SASA has produced modules that stand the test of review and that keep students engaged.
Cite this Record
In the Footsteps of the Muses: Writing for Archaeogaming Educational Modules (AEM). Emily McElroy. Presented at The 88th Annual Meeting of the Society for American Archaeology. 2023 ( tDAR id: 473979)
This Resource is Part of the Following Collections
Keywords
General
Archaeogaming
•
Education/Pedagogy
Geographic Keywords
Multi-regional/comparative
Record Identifiers
Abstract Id(s): 37691.0