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IT 16 031 Examensarbete 30 hp Juni 2016 Can a diary, rats and a magical walkie-talkie help teach children about source criticism? Jessica Brewster Institutionen för informationsteknologi Department of Information Technology

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IT 16 031

Examensarbete 30 hpJuni 2016

Can a diary, rats and a magical walkie-talkie help teach children about source criticism?

Jessica Brewster

Institutionen för informationsteknologiDepartment of Information Technology

 

Teknisk- naturvetenskaplig fakultet UTH-enheten Besöksadress: Ångströmlaboratoriet Lägerhyddsvägen 1 Hus 4, Plan 0 Postadress: Box 536 751 21 Uppsala Telefon: 018 – 471 30 03 Telefax: 018 – 471 30 00 Hemsida: http://www.teknat.uu.se/student

Abstract

Can a diary, rats and a magical walkie-talkie help teachchildren about source criticism?

Jessica Brewster

This thesis explores the potential that surrounds educational gaming in teachingsource criticism to primary school students. It investigates if the introduction of aconstructivist guide increases the level of skills in this field and whether historicalsource criticism can be taught through a computer game. Designed as an addition toan existing game created by the Education Technology Group (ETG) were twoversions; one of which contained the addition of constructivist teaching methods.Testing was conducted with two classes of students, who played the game andcompleted pre and post testing, evaluating their knowledge of source criticism.According to the data collected, no significant difference in knowledge existed afterthe game had been played, however several ideas about how source criticism couldbe utilised within educational games can still be suggested.

Keywords: source criticism, educational games, history, experiment, pre and post-testdesign, constructivism

Tryckt av: Reprocentralen ITCIT 16 031Examinator: Anders JanssonÄmnesgranskare: Mats LindHandledare: Agneta Gulz

 

 

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Acknowledgements      

My  sincere  thanks  for  their  invaluable  help  with  this  project  must  go,  equally,  

to  two  groups  of  people.  The  first  to  the  ETG  and  my  supervisors,  Agneta  &  

Annika,  who  somehow  allowed  me  to  join  their  project  and  conduct  

experiments  on  it,  meaning  I  could  combine  history  and  HCI  in  one  thesis.  Also  

for  their  subsequent  advice  on,  not  only  their  game,  but  on  essentially  

everything  to  do  with  testing  classrooms  of  children  and  how  they  might  best  

enjoy  the  experience.  Further  thanks  also  to  the  rest  of  the  ETG,  particularly  

Magnus,  Erik,  Carolina  and  Irene  for  your  input,  work  and  guidance.    

 

My  second  group  to  thank  are  those  from  Uppsala  University,  including  my  

colleague  Ivar,  whose  unique  Swedishness  meant  we  could  test  on  more  

students  and  whose  translations  skills  made  this  project  far  easier  (and  far  

more  fun).  And  lastly,  thank  you  to  Mats  Lind,  our  reviewer,  whose  invaluable  

spontaneous  lectures  and  data  analysis  skills  formed  much  of  our  thesis  and  

meant  far  more  than  cookies  could  ever  repay  him  for!  

 

 

 

 

 

 

 

 

 

 

 

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Table  of  Contents  Acknowledgements ................................................................................................................... 1  

Table of Contents ..................................................................................................................... 2  

1. Introduction .......................................................................................................................... 4  1.1.  Parallel  Study  .....................................................................................................................  5  

1.1.1. Method collaboration ............................................................................................................. 5  1.1.2. Written ................................................................................................................................... 5  

2. Purpose .................................................................................................................................. 6  2.1.  Research  Questions  ............................................................................................................  6  

2.2.  Limitations  .........................................................................................................................  7  

2.3.  Scope  .................................................................................................................................  7  

3. Background ........................................................................................................................... 9  3.1.  Educational  games  .............................................................................................................  9  

3.2.  History  Games  ..................................................................................................................  10  

3.3.  Designing  Educational  Games  ...........................................................................................  11  

3.4.  Pedagogy  .........................................................................................................................  12  

3.4.1. Teaching History .................................................................................................................. 12  3.4.2. Teaching source criticism .................................................................................................... 13  

3.5  Constructivist  teaching  theory  ...........................................................................................  14  

3.5.1. Scaffolding during discovery ............................................................................................... 15  3.5.2. Effective Questioning .......................................................................................................... 15  3.5.3. Reflection on Content .......................................................................................................... 15  

3.6.  Elaborative  Rehearsal  .......................................................................................................  16  

3.7.  Historiens  Väktare  ............................................................................................................  16  

3.7.1. Game Structure .................................................................................................................... 16  

4. Method ................................................................................................................................ 18  4.1  Adaptations  to  Historiens  Väktare  .....................................................................................  18  

4.1.1. Finding a Historical Event ................................................................................................... 18  4.1.2 Mind map of chosen historical event .................................................................................... 18  4.1.3. Brainstorming how to include SC in a game ....................................................................... 19  4.1.4. Workshop ............................................................................................................................. 19  4.1.5. Grouping of aspects from the Mind Map ............................................................................. 20  4.1.6. Sketching of scenes based on chosen sources and characters .............................................. 20  4.1.7. Dialogue scripting in parallel with creation of Pre and Post-test questions to match scene content. ........................................................................................................................................... 20  4.1.8. Feedback and revision until final version ............................................................................ 20  4.1.9. Difference of the two game versions ................................................................................... 20  4.1.10. Implementation of graphics and coding ............................................................................. 21  

4.2.  Evaluation  of  HV  ..............................................................................................................  21  

 

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4.2.1 Participants............................................................................................................................ 21  4.2.2 Equipment ............................................................................................................................. 21  4.2.3. Testing setup ........................................................................................................................ 22  

5. Results ................................................................................................................................. 24  5.1  Adaptations  to  Historiens  Väktare  .....................................................................................  24  

5.1.1. Finding a Historical Event ................................................................................................... 24  5.1.2 Mind map of Great Plague of London .................................................................................. 25  5.1.3. Brainstorming how to include SC in a game ....................................................................... 26  5.1.4. Workshop ............................................................................................................................. 26  5.1.5. Grouping of aspects from the Mind Map ............................................................................. 28  5.1.6. Sketching of scenes based on chosen sources and characters .............................................. 28  5.1.7. Dialogue scripting in parallel with creation of Pre and Post-test questions to match scene content. ........................................................................................................................................... 29  5.1.8. Feedback and revision until final version ............................................................................ 29  5.1.9. Difference of the two game versions ................................................................................... 29  5.1.10. Implementation of graphics and coding ............................................................................. 30  5.1.11. Final Design ....................................................................................................................... 30  

5.2.  Evaluation  of  HV  ..............................................................................................................  41  

5.2.1. Pre and post-testing .............................................................................................................. 41  5.2.2. Observations ........................................................................................................................ 43  

6. Discussion ............................................................................................................................ 45  

Reference L ist ......................................................................................................................... 48  

Appendix A : Pre and Post-test Questions: Source C riticism ............................................. 51    

   

 

 

 

 

 

 

 

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1.  Introduction  Within  the  field  of  history,  source  criticism  is  amongst  the  most  important  

skills  to  learn.  This  thesis  aimed  to  discover  if  it  was  feasible  to  teach  source  

criticism  skills  within  a  game  setting.  A  secondary  question  was  also  posed  to  

explore  if  a  guide  utilising  constructivist  teaching  methods  would  be  a  positive  

aid  in  this  process.    

The  introduction  of  computer  games  into  education  has  been  expected  and,  in  

the  case  of  the  students  themselves,  greatly  looked  forward  too.  Whilst  games  

about  maths  and  computer  science  are  widespread,  games  within  the  

humanities  are  far  more  limited,  with  fewer  resources  or  studies  being  utilised  

for  their  development.    

Students,  particularly  primary-­‐aged  ones  (who  are  the  focus  in  this  study),  are  

generally  adaptable  when  it  comes  to  games.  They  are  both  comfortable  with  

the  technologies  and  intuitive  in  figuring  them  out,  making  games  a  familiar  

medium  for  them  to  use.  Games  therefore  have  the  potential  to  engage  

teaching  methods.  In  the  field  of  history,  it  also  offers  the  opportunity  to  

present  an  unfamiliar  world  and  an  immersive  environment  for  children  to  

learn  about  the  past.  Travelling  through  time  has  definitely  become  far  easier!  

This  project  utilised  an  existing  history  game  designed  by  the  Educational  

Technology  Group  (ETG).  The  ETG  is  made  up  of  academics  from  Lund  and  

Linköping  Universities  and  is  headed  by  Agneta  Gulz,  the  supervisor  of  this  

thesis,  along  with  Annika  Silvervarg.  The  history  game,  called  Historiens  

väktare  (HV),  is  designed  for  Swedish  students  aged  10-­‐12  and  teaches  them  

about  Discoveries  and  Inventions  from  1400-­‐1780,  in  accordance  with  the  

Swedish  syllabus.  The  ETG  wanted  to  include  a  mission  in  their  game  that  

could  teach  children  about  source  criticism  (SC),  the  catalyst  for  the  project  to  

begin.  Part  of  this  study  involved  testing  a  newly  designed  game  on  a  group  of  

40  students  based  at  two  schools  in  Helsingborg.    

Note:  Whenever  there  is  a  quote  or  example  from  the  tests  or  the  games  in  

English,  this  is  not  what  was  given  to  the  students  during  testing.  All  content  was  

 

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created  in  English  and  then  translated  to  Swedish  before  being  incorporated  into  

the  game.      

1.1.  Parallel  Study  

The  study  was  partly  completed  with  another  Masters  student,  Ivar  Särner.  

Whilst  two  Masters  theses  have  been  produced  as  a  result  of  this  study,  they  

each  focus  on  different  theories  and  aspects  of  history  teaching.  Much  of  the  

practical  work,  as  well  as  some  of  this  report,  was  completed  conjointly.  

1.1.1.  Method  collaboration    

Within  the  study,  a  significant  proportion  of  the  physical  work  was  conducted  

in  collaboration  with  Särner.  This  included  the  methodology  outlined  below,  

predominately  concerning  the  design  and  creation  of  the  game  and  the  

experiment.    

1.1.2.  Written  

As  this  thesis  was  conducted  alongside   ,  the  documentation  of  

some  of  the  work  was  done  together.  A  more  detailed  breakdown  of  this  can  

be  seen  below.  Any  section  not  included  below  was  written  uniquely  for  the  

purpose  of  this  thesis.  Any  sections  not  mentioned  can  be  presumed  to  be  

written  individually,  for  the  purpose  of  this  thesis.  

 

 

 

 

 

 

 

 

Extent  of  collaboration             Sections  

Identical,  written  conjointly   4.1,  5.1,  5.2.2.  

Similar  foci,  written  independently   1.1,  3.3,  3.6,  3.7,  4.2.  

 

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2.  Purpose  The  aim  of  this  present  study  was  to  create  a  mission  within  an  educational  

computer  game  that  focused  on  teaching  students  source  criticism.  This  was  

mainly  concentrated  on  the  source  criticism  skills  of  identification  and  an  

analysis  of  sources.  Aspects  of  constructivist  theory  were  implemented  in  an  

attempt  to  further  improve  a  student s  understandings  of  these  concepts.  At  a  

more  basic  level  though,  the  study  aimed  to  see  if  learning  source  criticism  

within  a  game  was  possible.    

2.1.  Research  Questions  

- Can  the  use  of  a  historical  computer  game  teach  primary  school  students  

about  source  criticism?  

- Does  the  introduction  of  a  constructivist  element  increase  a  primary  

student s  aptitude  for  source  criticism?  

 

To  answer  these  questions,  a  study  of  existing  literature  about  a  number  of  

topics  was  conducted.  These  included  historical  pedagogy  with  a  focus  on  

source  criticism,  educational  games  and  their  design,  and  eventually,  

constructivist  teaching  methods.    

After  an  in-­‐depth  exploration  of  the  background  research  available,  the  

decision  was  made  to  design  the  game  around  a  specific  historical  event,  the  

Great  Plague  of  London  in  1665.  Consequently  a  significant  amount  of  time  

was  also  dedicated  to  researching  the  plague  and  its  sources.  As  the  study  

needed  to  answer  the  questions  posed  by  two  theses,  both  factual  data  and  

source  criticism  skills  were  included  within  the  game.  The  knowledge  gained  

during  the  background  research  phase  was  utilised  during  the  design  process  

to  ensure  the  game  would  be  appropriate  for  the  age  group  and  meet  

curriculum  requirements.    

To  analyse  any  potential  increase  in  knowledge,  an  experimental  test  was  

conducted  with  two  classes  of  primary  school    aged  10-­‐12.  Ultimately  

40  students  completed  pre  and  post-­‐testing  and  played  the  newly  designed  

missions  in  between,  half  of  the  students  playing  one  version  of  the  game  and  

the  other  half  playing  an  experimental  version,  which  tested  aspects  of  a  

learning  theory.  This  was  designed  to  include  aspects  of  elaborative  rehearsal  

 

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and  

guide  them  into  a  reflection  of  the  content,  thereby  enhancing  knowledge  

construction.  The  pre  and  post-­‐

about  source  criticism  and  about  facts  concerning  the  plague.    

2.2.  Limitations  

As  this  thesis  was  completed  within  an  existing  project,  there  are  a  few  

limitations  that  have  been  taken  into  consideration.    

The  game  and  tests  were  designed  for  Swedish  students  and  were  

consequently  presented  to  the  students  in  Swedish.  As  an  English  language  

speaker  who  does  not  speak  much  Swedish,  this  was  a  limiting  factor  during  

this  study.  However,  all  designs  were  initially  completed  in  English  before  

being  translated  into  Swedish,  with  both  the  English  and  Swedish  versions  

being  checked  by  the  ETG.  Whilst  testing,  I  was  observing  the  children  and  

making  notes  based  on  my  translations  of  their  comments.  These  were  later  

checked  by  Ivar  Särner,  who  was  also  present  during  testing  and  thus  could  

correct  the  translations  if  needed.    

The  design  of  the  game  was  somewhat  limited  due  to  the  need  for  the  new  

missions  to  maintain  the  look  and  interaction  of  the  existing  versions  of  the  

game.  

The  Swedish  syllabus  needed  to  be  consulted  so  that  the  skills  and  level  of  

education  involved  were  at  the  correct  level.  This  required  us  to  stay  within  

the  boundaries  set  by  the  syllabus,  and  consequently  by  the  ETG.  

The  level  of  language  needed  to  be  appropriate  for  all  students  in  the  study.    

The  test  was  only  performed  on  two  classes  of  students.    

The  only  educational  game  that  was  tested  during  this  study  was  Historiens  

Väktare.  

2.3.  Scope    

The  design  and  testing  of  this  game  was  all  conducted  within  the  scope  of  this  

thesis.  However,  the  graphic  design  work  was  completed  by  Carolina  Ekström  

and  the  programming  and  implementation  for  the  game  by  Erik  Anderberg.  

Their  work  was  completed  after  a  number  of  discussions  regarding  the  scenes  

and  the  interactions  that  would  be  required.  Both  individuals  work  regularly  

with  the  ETG  and  were  involved  in  the  HV  project  previously.  Also,  within  the  

 

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Background  research  for  this  project,  not  all  aspects  of  educational  gaming  or  

education  were  investigated.  This  was  due  to  the  extensive  amount  of  studies  

that  exist  for  a  range  of  subjects.  An  in-­‐depth  look  into  all  of  them  would  have  

been  unnecessary  for  the  purposes  of  this  study.      

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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3.  Background    It  is  probably  safe  to  say  that  children  today  are  quite  comfortable  playing  

computer  games.  With  hundreds  of  games  being  released  daily,  there  has  

never  been  more  of  an  opportunity  for  children  to  play  games.  Research  into  

these  games  is  extensive  to  say  the  least.  Entire  journals  are  now  dedicated  to  

their  study,  such  as  the  International  Journal  of  Computer  Game  Research,  

Games  and  Culture  and  Entertainment  Computing,  etc.  To  limit  the  research  

scope,  and  to  ensure  that  the  most  relevant  information  was  gathered  for  this  

study,  papers  involving  primary  school  aged  children  (particularly  from  10-­‐13  

years  of  age)  were  prioritised.  However,  as  most  studies  involve  secondary  or  

tertiary  school  students,  this  was  not  always  possible.  An  attempt  was  also  

made  to  focus  purely  on  source  criticism  related  games.  However,  as  this  

study  is  amongst  the  first  attempting  this,  it  was  not  exactly  feasible.    

Note:  In  the  sections  below,  games  should  be  assumed  to  refer  to  computer  

games.    

3.1.  Educational  games  

The  popularity  of  educational  games  has  increased  dramatically  and  is  no  

longer  restricted  to  maths  and  computer  science.  Research  has  been  spread  

across  numerous  academic  fields,  exploring  how  educational  games  should  be  

designed,  tested  and  utilised  in  the  classroom.  One  can  find  research  on  

everything  from  studies  on  maths  (Husain,  2015)  and  programming  

(Mathrani,  2016)  to  geography  (Tüzün,  2009).  Whether  these  educational  

games  have  been  proven  as  pedagogically  effective  is  a  factor  that  is  still  under  

discussion,  though  this  is  exactly  what  recent  studies  indicate  (Girard  2012,  p.  

207).  For  instance,  a  study  completed  by  researchers  from  Massey  University  

explored  the  potential  of  a  game  teaching  programming  constructs  to  students  

who  were  either  beginning  to  learn  or  had  just  completed  a  module  on  

programming.  Overall  they  found  that  the  game  was  effective  in  teaching  

programming  constructs  and  in  assisting  those  who  already  had  some  

knowledge  in  improving  their  knowledge  of  the  work  (Mathrani  2016,  p.  15).  

Another  study  reviewed  over  300  articles  about  gaming  and  education  

performance,  finding  that  there  was  an  improvement  for  students  playing  

some  games,  but  these  improvements  were  more  commonly  found  in  games  

 

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about  languages  or  physical  education.  Educational  game  studies  about  maths  

and  science  were  found  to  be  less  successful,  even  though  there  were  often  

increases  in  student  interest  or  motivation  (Young  2012,  p.  72).  This  could,  

however,  just  be  an  indication  that  the  methods  used  have  not  yet  been  

perfected.  Games  have  also  been  proven  to  improve  cognitive  ability  and  

enhance  the  reasoning  skills  of  students  (Blumberg  &  Fisch  2013,  p.  3).  

3.2.  History  Games    

When  focusing  on  history  in  particular,  games  are  being  used  more  and  more  

in  the  classroom.  As  a  subject,  History  is  one  that  has  the  potential  to  be  quite  

subjective.  Many  historical  events  have  a  range  of  sources  from  all  

perspectives,  meaning  that  there  is  the  potential  to  argue  any  side  of  a  debate,  

potential  to  engage  anyone  curious  enough  to  truly  explore  it.  This  is  why  

some  teachers  have  begun  using  popular  games  such  as  Minecraft  or  

Civilisation  in  history  teaching  (McCall  2012,  p.  14).  These  games  allow  

students  to  interact,  explore  or  create  historical  scenes  or  civilisations  (Squire  

2005,  p.  4).  This  makes  sense  for  anyone  who  has  studied  history.  The  

difficulty  with  the  subject  is  often  in  trying  to  contextualise  certain  events,  

being  a  world  away  from  what  we  are  used  to  today.  What  these  simulation  

 they  are  

immersed  in  the  environment  they  can  see  the  changes  that  occur  due  to  their  

actions  and  perhaps  assist  them  in  creating  links  to  their  own  lives.  A  common  

theme  among  these  games  however,  is  that  they  are  regular  computer  games,  

not  designed  specifically  for  the  classroom.  Whilst  some  teachers  have  

ant  to  mention  that  most  of  

those  available  are  still  works  of  historical  fiction  and  are  utilised  as  such  

(McMichael  2007,  p.  217).  It  should  also  be  mentioned  that  in  regards  to  

source  criticism,  few  games  have  been  designed  specifically  for  this  purpose.  

 a  Danish  game  designed  for  students  in  

grade  4-­‐6.  This  game  aims  to  teach  students  about  certain  historical  events  

from  the    given  by  

different  characters  (Østergaard-­‐Andersen,  2011).    

 

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3.3.  Designing  Educational  Games    

In  conjunction  with  the  rise  in  educational  games,  the  desire  to  design  them  

effectively  is,  of  course,  an  important  area  of  study.  Whilst  there  are  now  even  

university  courses  you  can  take  in  creating  educational  games,  the  most  

effective  way  to  design  them  is  still  part  of  an  ongoing  debate  in  academics.  

Perhaps  this  is  due  to  the  range  of  theories  that  can  be  implemented,  or,  

because  the  range  of  subjects  available  is  so  broad,  they  simply  

taught  in  the  same  way.  It  could  also  be  because  of  a  misunderstanding  about  

whether  games  should  be  fun  or  educational,  rather  than  both.    

Explaining  all  of  the  current  ideas  about  designing  educational  games  would  

take  more  than  a  few  papers  to  achieve,  and  even  longer  to  analyse  which  is  

most  effective.  Therefore,  this  section  will  focus  on  three  main  categories  

suggested  in  Malone  (1980).  His  heuristics,  though  suggested  for  instructional  

computer  games  (but  adapted  easily  to  education),  attempt  to  answer  the  

highlighting  three  

essential    

Creating  a  game  that  is  challenging,  especially  one  for  children,  could  be  seen  

as  quite  simple.  In  regards  to  education,  this  design  suggestion  is  quite  logical  

as  it  makes  sense  to  set  goals  and  give  children  something  to  aim  for.  It  can  

also  allow  educators  to  track  the  knowledge  progression  of  their  students  by  

seeing  which  goals  they  have  reached.  Challenging  games  also  involve  

different  levels  of  difficulty,  features  which  could  further  encourage  a  player  to  

continue,  providing  them  with  the  motivation  to  get  to  the  next  level  (Malone  

1980,  p.  163).    

Fantasy,  as  a  genre  in  itself,  is  an  important  one  within  educational  gaming.  

Within  history  especially,  fantasy  will  always  be  a  feature,  mainly  as  we  can  

never  be  entirely  sure  of  the  accuracy  of  any  historical  representation.  Fantasy  

is  important  as  it  allows  the  player  to  be  immersed  in  another  environment.  

Some  studies  have  indicated  that  total  immersion  assists  in  making  the  player  

feel  more  comfortable  and  they  are  consequently  more  motivated  to  achieve  

whatever  goals  have  been  set  (Annetta  2010,  p.  107).  Immersion  (and  fantasy)  

include  aspects  like  narrative  and  character  development.  Incorporating  

engaging  characters  can  encourage  a  player  as  they  might  require  sympathy,  

 

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or  a  helping  hand  to  get  through  a  task,  providing  further  motivation  to  the  

student.  Many  primary  students  view  fantasy  

et  al  2011,  p.  287).  Without  a  bit  of  imagination,  the  game  can  just  reflect  what  

they  may  be  doing  in  a  textbook.      

 enhances  motivation  

even  further,  as  the  player  needs  to  be  interested  enough  in  the  goals  and  their  

surroundings  to  explore  it.  By  including  elements  of  surprise:  an  unexpected  

animation  or  character,  a  hint  towards  a  hidden  element  or  perhaps  just  by  

receiving  feedback,  the  player  will  be  inspired  to  continue  their  exploration  of  

the  environment  (Malone  1980,  pp.  165-­‐166).    

There  are  obviously  many  aspects  that  one  needs  to  consider  when  designing  

a  game,  notwithstanding  the  essentials  like  programming  and  graphics.  

Ultimately  though,  they  should  be  able  to  produce  the  same  thing,  a  fun  game.      

3.4.  Pedagogy  

The  following  sections  outline  the  basics  regarding  the  teaching  of  history  and  

source  criticism;  particularly  in  regards  to  changes  in  history  didactics  and  

how  the  Swedish  curriculum  integrates  source  work  for  students  aged  10-­‐12.    

3.4.1.  Teaching  History  

For  some  students,  History  has  the  unfortunate  moniker  of  being  dull.  It  was  

textbooks  have  encouraged  an  apathy  surrounding  the  history  that  is  taught  in  

schools.  This  though,  is  a  remnant  of  a  time  when  historical  teaching  was  

based  on  rote  learning  historical  facts  and  figures.  Learning  the  dates  of  

battles  and  the  names  of  Kings  was  the  basis  for  passing  a  history  subject  as  

the  emphasis  relied  on  historical  knowledge.  Now,  however,  teachers  have  

(Barton  2005,  p.  746).  This  coincides  with  the  understanding  that  there  is  not  

just  one  correct  way  to  teach  historical  events.  How  could  there  be,  when  so  

many  different  people  have  views,  records  and  sources  about  it?  History  is  not  

encourages  

debate,  assuming  there  is  evidence  to  support  the  argument.  Students  are  now  

encouraged  to  see  the  links  between  topics;  how  one  event  impacted  another.  

 

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For  instance,  how  the  end  of  World  War  1  impacted  on  the  outbreak  of  World  

War  2.  Or  they  learn  about  social  history,  an  attempt  to  empathise  with  people  

of  the  past  and  draw  links  to   Teaching  

historical  thinking  develops  critical  thinking  skills,  as  students  need  to  analyse  

the  reasons  why  something  happened,  rather  than  just  being  informed  of  the  

events  that  took  place  (McCall  2011,  p.  9).  Teaching  history  requires  sources  

to  be  read  and  integrated,  whether  they  are  primary  or  secondary  sources.  

The  following  section  investigates  how  this  area  is  taught  for  students  aged  

10-­‐12  in  Sweden.    

3.4.2.  Teaching  source  criticism    

Within  history  teaching,  source  criticism  has  altered  drastically  in  the  past  few  

decades,  largely  due  to  the  change  in  the  historical  mindset  mentioned  above.  

With  the  new  emphasis  on  interpretation  and  historical  thinking,  the  

importance  of  teaching  source  criticism  has  increased.  Whilst  this  approach  is  

being  widely  adopted,  it  is  important  that  sources  be  utilised  in  the  right  way.    

Within  the  Swedish  History  Curriculum,  there  are  only  a  few  syllabus  points  

that  specifically  address  source  criticism  and  related  skills  for  grades  4-­‐6.  

These  are:  

What  historical  sources,  such  as  letters  and  other  documents,  can  tell  us  

about  similarities  and  differences  in  the  living  conditions  of  children,  women  

and  men  compared  with  today.  

How  historical  persons  and  events,  such  as  Queen  Kristina,  Karl  XII  and  the  

trials  of  witches,  have  been  presented  in  different  ways  through  different  

interpretations  and  different  time  periods.  

What  the  following  concepts  mean    change,  similarities  and  differences,  

chronology,  cause  and  consequence,  sources  and  interpretation,  and  how  

they  are  used  in  historical  contexts  (Skolverket  2011,  p.  166-­‐167)  

 

In  addition  to  this,  the  curriculum  notes  that  the  most  basic  level  of  knowledge  

required  to  pass  on  to  the  next  stage  (years  7-­‐9)  is  Grade  E.  In  relation  to  

y  simple  reasoning  to  the  usefulness  

 

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t  sources  and  

in  this  stage  (4-­‐6)  is  not  particularly  high  in  relation  to  source  criticism,  

though  the  wording  used  is  quite  broad.  This  could  be  due  to  the  

understanding  that  sources  need  to  be  used  throughout  History  classes,  

perhaps  complementing  more  traditional  techniques.  For  example,  if  a  student  

were  tasked  with  learning  about  World  War  1,  it  would  be  useful  to  have  both  

background  knowledge  and  read  some  first  hand  accounts.  For  the  student  to  

read  all  accounts  from  this  time  is  impractical,  so  a  combination  of  primary  

sources  with  secondary  sources,  e.g.  textbooks,  is  a  sensible  option  (Barton  

2005,  p.  749).  

It  has  also  been  noted  that  the  use  of  primary  sources  can  encourage  a  more  

immersive  experience  for  the  student,  especially  when  they  need  to  learn  

about  social  or  living  conditions.  Particularly  if  the  source  is  a  letter  or  diary,  

the  personal  touch  can  be  easier  to  relate  to  than  an  old  law  document  (Barton  

2005,  p.  752).    This,  once  again,  speaks  for  the  importance  of  including  sources  

within  historical  teaching.    

3.5  Constructivist  teaching  theory  

When  considered  in  an  educational  framework,  constructivism  is  a  learning  

theory  that  encourages  learning  to  be  based  upon  personal  experience  and  

social  discovery  (Oulasvirta  2005,  p.  196).  It  often  links  exploration  with  

reflection,  and  encourages  students  to  discuss  their  findings  with  classmates,  

the  teacher  serving  as  a  guide  to  this  discovery.  Facilitation  is  often  a  key  word  

education  of  the  students.  As  the  teachers  are  the  facilitators  in  this  

transaction,  it  is  the  students  who  are  responsible  for  acquiring  the  

knowledge.  As  they  will  possess  it,  the  internal  associations  the  children  form  

are  more  in-­‐depth  and  longer  lasting  (Pressley  1992,  p.  3).  Jean  Piaget,  who  

conducted  several  studies  regarding  child  psychology,  developed  most  

theories  about  constructivism  in  education  and  how  children  learn.  His  

findings  represent  the  constructivist  beliefs  that  children  learn  best  if  they  can  

experience  something  and  make  their  own  associations  with  it,  whether  it  be  a  

 

15

toy,  or  a  concept  in  a  history  game  (Piaget  1930,  p.  253).  There  are  a  few  

elements  of  constructivism  in  particular  which  are  often  applied  successfully  

in  constructivist  classrooms:  scaffolding,  effective  questioning  and  reflection.    

3.5.1.  Scaffolding  during  discovery  

Scaffolding  in  constructivism  is  essential  as  it  allows  a  teacher  to  gently  guide  

a  student  through  the  learning  process.  A  student  blindly  trying  to  learn  about  

a  topic  without  any  guidance  is  probably  eventually  going  to  get  side-­‐tracked  

or  lost,  especially  in  a  free-­‐range  environment  like  the  Internet  (Pressley  

1992,  p.  19).  Scaffolding  allows  the  teacher  to  set  certain  guidelines  or  

signposts  that  the  student  can  reach,  yet  still  maintain  the  need  for  the  them  to  

actively  search  for  and  understand  the  information.    

3.5.2.  Effective  Questioning  

Providing  effective  questioning  within  a  constructivist  framework  

complements  scaffolding  and  is  one  of  the  main  techniques  used  by  teachers.  

It  requires  the  educator  to  ask  the  students  what  they  are  thinking  and  the  

reasons  for  it,  rather  than  just  asking  what  they  know  and  an

right  or  wrong.  In  a  traditional  classroom  setting,  teachers  ask  if  a  student  

knows  an  answer  to  a  question.  They  are  either  wrong  or  right  in  their  

response  and  the  dialogue  is  ended.  Effective  questioning  asks  more  of  the  

student.  It  encourages  them  to  explain  why  they  believe  something  is  correct  

and  extend  their  knowledge,  linking  new  information  to  existing  frameworks.  

It  is  the  responsibility  of  the  teachers  to  ask  questions  that  cause  the  student  

to  reflect  on   ther  scaffolding  their  knowledge  (Chin  

2004,  p.  818).  

3.5.3.  Reflection  on  Content    

Another  aspect  of  constructivism  that  is  necessary  to  utilise,  alongside  the  two  

concepts  mentioned  above,  is  the  encouragement  of  reflection.  Students  must  

be  encouraged  to  reflect  on  the  knowledge  learnt,  but  more  importantly  their  

imperative  for  them  to  think  about  where  they  went  wrong,  and  highlight  any  

ese  themselves,  the  chance  they  will  

is  far  higher  than  if  the  teacher  was  to  tell  them  directly  (Pressley  1992,  p.  20).  

 

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Reflection  on  a  learning  activity  after  its  completion  also  helps  to  

and  what  it  could  be  used  for  (De  Freitas  2006,  p.  18).  

3.6.  Elaborative  Rehearsal  

Elaborative  rehearsal  is  a  theory  which  has  some  links  to  constructivism,  and  

is  the  focus  of  the  parallel  study  within  this  project,  completed  by  Ivar  Särner.  

The  theory  emerged  from  the  framework  created  by  Craik  and  Lockhart  

(1972),  concerning  the  importance  between  processing  information  and  

memory  encoding.  Their  theory  focuses  on  introducing  two  levels  of  

processing,  shallow  and  deep,  which  result  in  an  increase  in  aptitude  for  

memory  encoding.  Whilst  shallow  processing  focuses  on  the  practices  of  

maintenance  rehearsal,  deep  processing  is  linked  with  elaborative  rehearsal.  

For  education,  this  is  important  as  it  allows  information  to  be  stored  more  

effectively  within  long-­‐term  memory.  By  increasing  the  understanding  and  

connection  of  the  information,  both  to  long-­‐term  memory  and  with  other  

knowledge,  the  understanding  of  the  original  information  is  more  concrete.  

This  would  allow  the  learner  to  recall  the  information  as  needed,  as  it  is  more  

strongly  embedded  in  the  long-­‐term  memory  (Benjamin  and  Bjork  2000,  p.  

640).      

3.7.  Historiens  Väktare  

Historiens  väktare  (HV)  is  a  computer  game  designed  by  the  ETG  for  testing  

and  educational  purposes.  It  aims  to  teach  students  aged  10-­‐12  about  

historical  events,  particularly  in  the  area  of  discoveries  and  inventions  from  

1400-­‐1780.  It  is  a  web-­‐based  game  and  has,  thus  far,  served  as  a  method  of  

testing  theories  surrounding  Teachable  Agents  (see  further  studies  by  the  

ETG).    

3.7.1.  Game  Structure  

The  HV  game  has  quite  a  simple  set  of  point  and  click  interactions.  At  the  

beginning  of  the  game,  the  player  is  introduced  to  the  Castle  of  Time,  along  

with  a  time-­‐elf  who  needs  to  find  out  information  about  various  historical  

events  and  characters  by  time  travelling.  As  the  elf   -­‐

sickness),  the  player  must  discover  the  required  information  so  the  elf  can  

learn  all  it  needs  to,  in  order  to  succeed  the  retiring  Guardian  of  Time  

 

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(Chronos).  After  the  player  has  received  a  knowledge-­‐based  mission  from  

Chronos,  the  player  travels  back  in  time.  Whilst  there,  they  can  interact  with  a  

achievements.  The  dialogues  with  the  characters  are  all  pre-­‐defined  and  the  

students  merely  have  to  click  through  the  options  once  they  have  finished  

reading  the  text.  They  could,  for  example,  visit  Isaac  Newton  in  Oxford  or  

Galileo  Galilei  in  Florence.  The  players  then  return  to  the  present  to  complete  

information  gathered.  The  tests  are  usually  in  one  of  three  formats,  a  concept  

map,  timeline  or  a  sorting  activity.  Once  the  player  receives  enough  correct  

answers,  they  are  able  to  finish  the  test  and  receive  another  mission.      

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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4.  Method  The  methods  outlined  below  have  been  split  into  two  parts,  the  adaptations  

made  to  the  HV  game,  and  the  experiment  conducted  to  test  the  theories.    

4.1  Adaptations  to  Historiens  Väktare  

As  HV  is  an  existing  game,  most  of  the  work  completed  in  regards  to  game  

design  is  more  easily  related  to  the  adaptations  that  needed  to  be  

implemented  for  the  purposes  of  this  study  (hence  the  title  of  this  chapter).    

The  rest  of  this  chapter  outlines  the  steps  and  methods  that  were  used  in  the  

development  of  the  new  missions  within  HV,  that  is,  the  adaptations  made  to  

the  game.  The  results  of  these  methods  can  be  found  in  Chapter  5.1.  

4.1.1.  Finding  a  Historical  Event    

As  the  game  needed  to  take  place  within  a  historical  context,  an  appropriate  

historical  event  needed  to  be  selected.  To  simplify  this  task,  there  were  

criteria  provided  by  the  ETG  that  needed  to  be  followed.  The  event  needed  to  

take  place:  

Between  1400-­‐1780  

In  a  country  HV  had  previously  visited:  France,  Germany,  England,  Italy,  

Poland  and  Denmark.  

As  the  missions  concerned  source  criticism,  the  event  also  needed  to  have  a  

number  of  sources,  preferably  from  different  viewpoints  or  about  different  

theories.  They  also  needed  to  be  available  for  use  within  an  educational  

context.    

In  order  to  find  an  appropriate  event,  a  web-­‐based  search  was  conducted,  

finding  options  that  fit  within  the  criteria  listed  above.  These  were  then  

assessed  according  to  the  sources  available  for  each  event,  before  a  selection  

was  made.      

4.1.2  Mind  map  of  chosen  historical  event  

On  the  basis  of  the  extensive  research  completed,  a  mind  map  was  created.  

This  was  done  in  order  to  gain  a  generalised  understanding  of  the  facts  of  the  

event  and  identify  possible  sources  to  be  utilised.  This  would  provide  the  basis  

for  the  processes  of:    

 

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Creating  the  narrative  and  dialogues  on  which  the  game  would  be  based  

upon  

Constructing  the  pre  and  post-­‐test  questions    

Deciding  on  which  sources  would  be  best  suited  to  the  game.  

4.1.3.  Brainstorming  how  to  include  SC  in  a  game  

As  we  needed  to  teach  the  students  about  source  criticism,  we  conducted  a  

brainstorming  session  which  enabled  us  to  suggest  a  number  of  ways  that  

would  allow  students  to  interact  with  historical  sources.  These  ideas  were  all  

based  on  commonly  accepted  history  pedagogy  that  encourages  interpretation  

and  historical  thinking  regarding  an  event  and  its  sources.  

4.1.4.  Workshop  

In  order  to  make  the  most  educated  assessment  and  decide  on  the  sources  and  

methods  which  would  be  best  suited  to  our  aim,  a  workshop  was  conducted  at  

Lund  University.  This  workshop  was  attended  by  Agneta  Gulz  and  Annika  

Silvervarg  (our  supervisors),  Magnus  Haake  (ETG  member)  and  Irene  

Andersson  (History  didactics  expert),  as  well  as  Ivar  Särner  and  Jess  Brewster.  

Over  the  course  of  a  day,  we  presented  our  initial  ideas  from  the  

brainstorming  sessions  and  discussed  which  ones  would  be  best  suited  for  the  

purpose  of  the  study.  

The  topics  discussed  at  this  workshop  included:  

Aspects  of  SC  and  facts  to  be  included.  This  was  in  order  to  decide  what  

aspects  of  source  criticism  should  be  included,  as  well  as  how  best  to  

incorporate  the  facts.    

How  the  skolsal-­‐test  should  be  designed.  This  was  to  determine  which  of  the  

many  possibilities  could  be  used  in  the  game-­‐    

What  is  the  general  narrative.  The  artefacts  and  characters  that  the  students  

interacted  with  needed  to  be  carefully  chosen  so  they  would  fit  within  one  (or  

more)  of  three  categories:  

Helped  answer  the  mission  questions  

Was  an  excerpt  or  the  author  of  a  specific  source  

Answered  questions  that  were  included  in  the  pre  and  post-­‐

tests.  

 

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The  narrative  of  the  game  was  to  follow  the  existing  format  of  missions  

already  existing  within  HV,  therefore  our  chosen  characters  and  artefacts  

needed  to  be  placed  within  this  context.  

What  the  difference  between  the  two  versions  of  the  game  would  be:  This  was  

an  important  aspect  that  needed  to  be  discussed,  as  both  constructivism  and  

elaborative  rehearsal  needed  to  be  taken  into  account.    

4.1.5.  Grouping  of  aspects  from  the  Mind  Map  

This  was  done  in  order  to  classify  the  necessary  content  into  different  groups.  

These  groups  were  based  on  different  characters,  theories,  sources  and  any  

additional  points  we  needed  to  include.  From  this,  it  was  hoped  that  facts  

could  easily  be  attributed  to  specific  sources  and  a  definitive  list  of  the  

characters  and  sources  was  visually  identifiable.    

4.1.6.  Sketching  of  scenes  based  on  chosen  sources  and  characters  

Basic  sketches  using  pen  and  paper  methods  were  chosen  as  a  simple  way  of  

communicating  our  ideas  for  each  scene.  This  needed  to  be  done  in  order  to  

have  both  a  visualisation  for  ourselves,  and  to  send  it  to  members  of  the  ETG  

who  would  be  assisting  with  the  design  and  programming  of  the  game.    

4.1.7.  Dialogue  scripting  in  parallel  with  creation  of  Pre  and  Post -­‐test  

questions  to  match  scene  content.  

The  questions  for  the  testing  were  written  alongside  the  game  dialogues,  so  all  

necessary  information  could  be  included  within  the  game.  Whilst  the  

questions  needed  to  represent  two  theories,  they  were  still  written  conjointly,  

as  the  content  for  each  set  of  questions  needed  to  be  included  seamlessly  into  

the  game.    

4.1.8.  Feedback  and  revision  until  final  version  

This  was  the  next  step  completed,  as  all  content  needed  to  be  approved  in  

English  and  Swedish  before  it  could  be  implemented.  Multiple  versions  of  all  

of  the  game  content  was  created  and  evaluated  by  the  authors  and  members  

of  the  ETG.    

4.1.9.  Difference  of  the  two  game  versions  

In  order  to  test  the  theories  of  elaborative  rehearsal  and  constructivism,  two  

versions  of  the  game  were  constructed.  One  of  these  needed  to  be  a  control  

 

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version,  whilst  the  other  applied  elements  of  each  of  the  theories  to  serve  as  

an  experimental  version.  As  both  theories  are  quite  broad,  it  would  have  been  

unrealistic  to  include  all  aspects  of  either  one,  nor  would  that  be  completely  

feasible  in  a  game  setting.  Consequently,  the  background  research  completed  

about  each  theory  was  used  to  focus  on  those  points  that  would  assist  in  this  

game  context.  This  occurred  following  extensive  discussions  and  comparisons  

between  both  theories.  Consideration  was  also  given  to  the  interactions  found  

in  the  existing  game,  that  constricted  the  choices  we  would  be  able  to  

realistically  implement.  The  choice  also  needed  to  fit  within  the  narrative.      

4.1.10.  Implementation  of  graphics  and  coding  

This  was  the  last  step  taken  before  testing  began  and  was  undertaken  by  

members  of  the  ETG  who  built  the  game  within  the  existing  structure.    

 

4.2.  Evaluation  of  HV  

The  evaluation  completed  for  this  study  was  an  experiment  that  was  

conducted  in  the  form  of  pre  and  post-­‐tests  after  playing  the  designed  

missions.  The  following  sections  outline  the  setup  of  the  experiment.    

4.2.1  Participants  

The  participants  of  this  study  were  44  primary  school  students  aged  10-­‐12  

years  old.  All  students  were  from  two  classes,  located  at  one  of  two  schools  in  

Helsingborg.  One  class  had  17  students  and  one  teacher  (called  Class  1  in  

subsequent  discussion).  The  other  class  had  27  students  and  two  teachers  

(Class  2).  Overall,  4  students  did  not  complete  the  tests,  leaving  40  students  in  

total.    

4.2.2  Equipment  

The  pre  and  post  tests  were  all  completed  on  Chromebooks,  using  Google  

Forms.  The  Chromebooks  were  provided  by  the  schools  and  the  students  had  

experience  using  them.  Google  forms  was  utilised  for  the  tests  as,  on  the  

advice  of  the  ETG  (and  in  deference  to  our  own  opinions),  it  was  believed  a  

computer-­‐based  test  would  be  more  engaging  to  students  as  opposed  to  a  

standard  pen  and  paper  test.  Images  related  to  the  plague  were  also  included  

within  the  quiz  to  attract  interest.  

 

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The  game  itself  was  also  played  on  the  Chromebooks,  through  an  internet  

browser,  as  the  game  was  placed  on  a  server.  The  students  accessed  this  

through  a  URL,  emailed  to  them  by  their  teachers.    

4.2.3.  Testing  setup  

Testing  Groups    

Prior  to  any  testing  beginning,  the  students  were  all  split  into  groups,  in  order  

to  test  our  theories  effectively.  Within  each  class,  the  students  were  randomly  

assigned  to  two  groups,  the  control  group  who  would  play  the  control  version  

of  the  game  and  the  experimental  group  that  would  play  the  experimental  

version.  These  groups  were  then  randomly  halved  again,  with  half  the  

students  receiving  one  set  of  pre  and  post-­‐tests  (version  1),  and  the  other  half  

receiving  the  second  set  of  the  pre  and  post-­‐tests  (version  2).  This  essentially  

left  us  with  4  test  groups.      

Two  versions  of  the  pre  and  post-­‐tests  were  created  in  order  to  increase  the  

validity  of  the  test  and  to  reduce  the  chance  the  students  would  remember  the  

questions.  Version  2  contained  the  same  answers  as  version  1  but  had  

rephrased  questions.  22  students  were  allocated  to  receive  each  version.  Half  

would  receive  version  1  as  the  pre-­‐test,  followed  by  version  2  as  the  post-­‐test.  

The  other  half  would  receive  version  2  as  the  pre-­‐test,  followed  by  version  2  

as  the  post-­‐test.  The  randomisation  of  students  within  the  control  and  

experimental  groups  was  done  to  counteract  any  potential  difference  in  the  

two  test  versions  and  increase  the  chance  of  measuring  accurately  any  

learning  difference.    

Procedure    

Each  class  was  visited  over  a  3-­‐day  period  for  40-­‐60  minutes  per  day.  The  

timetable  for  the  testing  was  as  follows:  

Day  1:  Pre-­‐ &  Part  2.  

Day  2:  Play  Source  Criticism  mission  

Day  3:  Post-­‐test  with  Othello  played  between  Part  1  and  Part  2.  

Prior  to  our  arrival  on  the  testing  days,  an  email  with  a  URL  containing  either  

the  tests  or  the  game  had  been  sent  to  all  students,  according  to  the  groups  

 

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they  had  been  placed  into.  This  step  was  completed  by  the  class  teachers  and  

ensured  the  classes  were  prepared  in  order  to  make  the  most  of  the  time  

available.    

Observations  were  recorded  throughout  the  testing,  with  notes  on  the  

comments  and  behaviours  of  the  students  recorded  discreetly  on  a  laptop.  

Pre  and  Post-­‐testing    

The  testing  in  this  study  was  a  traditional  pre  and  post-­‐test  made  up  of  24  

questions.  14  of  the  questions  tested  knowledge  about  historical  facts  

regarding  the  The  Great  Plague  of  London,  of  which  1  out  of  the  6  multiple-­‐

choice  responses  was  correct.  One  mark  was  given  for  each  correct  response.  

The  remaining  10  questions  were  all  about  source  criticism,  requiring  the  

students  to  give  2  answers  out  of  5  responses  for  each  question,  resulting  in  a  

non-­‐normal  distribution.  This  is  due  to  the  fact  that,  if  selecting  two  answers  

at  random  for  each  question,  the  chance  of  getting  a  0  score  is  0.3,  the  chance  

of  getting  1  is  0.6  and  to  the  chance  to  get  a  score  of  2  is  0.1.  For  the  source  

criticism  questions,  one  mark  was  given  for  each  correct  response.  The  source  

criticism  and  fact  questions  were  also  randomised  to  give  some  variety.    

As  the  test  had  24  questions,  the  ETG  advised  that  this  would  be  too  many  

questions  for  the  participants  to  answer  in  one  test.  This  was  mainly  due  to  

the  potential  for  the  students  to  lose  concentration  and  become  tired  of  

reading  the  questions.  As  the  source  criticism  questions  in  particular  were  

quite  long  and  in  some  instances  required  the  students  to  analyse  excerpts,  it  

was  important  that  the  students  remain  fresh  and  attentive.  Consequently  the  

test  was  split  into  two  parts,  the  students  playing  a  short  game,  unrelated  to  

ours,  between  each  one.  None  of  the  knowledge  or  skills  that  could  be  gained  

from  these  games  was  found  in  the  tests.  

 

 

 

 

 

 

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5.  Results  The  results  of  the  methods  outlined  in  Chapter  4  have  below  been  split  into  two  parts,  those  regarding  the  game  design  that  was  used  and  the  data  collected  from  the  experiment.    

5.1  Adaptations  to  Historiens  Väktare  

In  designing  the  new  HV  game,  many  steps  were  taken  to  ensure  the  most  

appropriate  content  and  interactions  were  utilised,  in  relation  to  the  theories  

chosen.  The  sections  below  firstly  discuss  the  results  of  those  steps  and  then  

describe  in  detail,  the  missions  that  were  created.    

5.1.1.  Finding  a  Historical  Event  

Amongst  the  many  potential  historical  events  that  met  the  criteria  outlined  in  

section  4.1.1,  The  Great  Plague  of  London  in  1665  was  ultimately  selected  as  

the  event  for  the  game.  Extensive  background  research  into  The  Great  Plague  

of  London  revealed  a  great  number  of  different  sources  that  were  publically  

available,  such  as  diaries,  medical  journals,  city  rules  and  laws  (Museum  of  

London,  2016).  Many  of  these  discussed  the  living  conditions  and  how  the  

disease  impacted  London.  An  interesting  aspect  about  these  sources  was  that  

they  discussed  numerous  ideas  and  theories  about  what  really  caused  the  

plague  and  what  kinds  of  remedies  would  be  effective.  This  was  ideal  for  the  

game,  as  it  offered  a  wide  range  of  viewpoints  and  theories  that  could  be  

utilised.    

The  initial  research  was  completed  through  Wikipedia,  searching  for  any  

historical  event  that  fit  the  criteria.  After  the  Great  Plague  of  London  had  been  

selected,  many  more  resources  were  utilised.  In  particular,  the  sources  for  the  

Great  Plague  came  from  a  variety  of  locations.  The  main  sources  that  were  

used  within  the  game  are:  

The  Diary  of  Samuel  Pepys:  Concerns  diary  entries  about  the  everyday  life  of  

the  author  Samuel  Pepys,  written  from  1660  to  1669.  He  wrote  many  things  

about  his  life  in  London,  his  home,  his  friends,  family  and  what  happened  

around  him.  Amongst  other  historically  important  events,  Pepys  diary  

includes  substantial  information  about  The  Great  Plague  of  London.  As  the  

 

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author  was  an  eyewitness  account  to  these  travesties,  this  source  has  

provided  a  great  deal  to  historians  investigating  this  event  (Pepys  1665).  

Loimologia:  A  treatise  published  in  1672  by  physician  Nathaniel  Hodges,  who  

also  was  an  eyewitness  account  to  the  Great  Plague  of  London.  While  most  of  

the  physicians  fled  London  during  the  time,  Hodges  remained  and  recorded  

the  event  from  a  medical  point  of  view.  His  work  is  considered  to  be  one  of  the  

most  important  sources  about  the  work  of  physicians  and  how  theories  of  

medicine  and  remedies  were  utilised  against  the  plague  (Holland  2000,  p.  

323).    

Plague  Orders:  Written  by  the  City  of  London  and  published  during  the  plague.  

The  Plague  orders  were  specific  rules  and  regulations  concerning  the  plague.  

They  were  enforced  upon  the  residents  of  London  at  that  time  as  a  method  of  

reducing  the  spread  of  the  disease  (Roberts,  1721).    

Bills  of  Mortality:  A  registry  in  which  the  total  amount  of  deaths  were  recorded  

each  year  in  every  parish  of  London.  The  cause  of  death  was  also  recorded  and  

particularly  how  many  had  died  from  the  plague.    

The  Causes  and  Cure  of  the  Pestilence:  A  treatise  written  by  Reverend  Thomas  

 

work  concerns  a  spiritual  justification  for  the  plague  as  well  as  methods  for  

atonement  to  God  (Rosewell  1666).      

Yersinia  pestis  discovery:  The  bacteria  that  was  the  cause  of  the  disease  

bubonic  plague.  Discovered  by  Alexander  Yersin  in  1894  (Moote  2006).  

Any  information  discovered  from  these  sources,  and  others,  were  stored  in  a  

mind  map  (mentioned  in  more  detail  below).    

5.1.2  Mind  map  of  Great  Plague  of  London  

The  mind  map  contained  information  from  a  variety  of  sources  and  was  a  

mixture  of  factual  information  and  anecdotal  comments  from  sources.  The  

information  included:  general  facts  about  the  disease,  how  it  spread  and  its  

symptoms,  how  many  were  killed  by  it,  how  the  people  at  that  time  believed  it  

spread  and  what  kind  of  remedies  were  prescribed  by  the  physicians.  At  a  

more  detailed  level,  there  was  also  a  variety  of  important  sources,  characters  

and  locations.    

 

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5.1.3.  Brainstorming  how  to  include  SC  in  a  game  

During  this  session,  there  were  many  ideas  that  had  the  potential  to  teach  

students  about  source  criticism.  These  included:  travelling  to  an  archiving  

facility,  a  university  or  having  a  more  in-­‐depth  conversation  with  Chronos  

specifically  about  source  criticism.  This  was  in  addition  to  the  idea  we  

ultimately  selected,  integrating  sources  within  a  historical  context.  These  

ideas  were  all  based  on  commonly  accepted  history  pedagogy  that  encourages  

interpretation  and  historical  thinking  regarding  an  event  and  its  sources.  

The  options  for  the  skolsal-­‐test  were  also  numerous,  consisting  of:  sorting  

sources  into  groups,  rearranging  book  pages,  using  source  clues  to  progress  in  

the  game  and  timeline  activities.    

5.1.4.  Workshop  

The  workshop  conducted  at  Lund  University  was  ultimately  invaluable  as  it  

was  where  almost  all  aspects  of  the  game  were  decided.  The  discussions  that  

took  place  in  the  workshop  resulted  in  the  findings  below.    

Aspects  of  SC  and  facts  to  be  included  

During  the  workshop,  based  on  the  advice  of  Irene  Andersson  and  in  

deference  to  the  points  in  the  syllabus  that  reference  source  criticism,  it  was  

decided  to  include  two  main  concepts  of  source  criticism,  identification  and  

analysis.  Within  source  identification,  the  challenge  is  to  establish:  the  author  

(or  creator),  the  purpose,  the  intended  audience  and  when  the  source  was  

created.  In  regards  to  the  analysis  of  sources,  the  task  was  to  focus  on  

ensuring  the  students  would  be  able  to  infer  the  answer  to  questions,  based  on  

quotes  given  by  a  variety  of  answers.    

In  regards  to  the  facts  being  included,  it  was  decided  that  those  used  would  be  

ones  that  could  be  easily  found  from  either  primary  sources  or  characters  who  

had  lived  during  the  epidemic.  The  facts  chosen  also  needed  to  be  included  in  

the  pre  and  post-­‐tests  that  were  to  be  designed  alongside  the  dialogue.    

How  the  skolsal-­‐test  should  be  designed  

As  there  were  already  a  number  of  existing  formats  for  the  skolsal  testing  

designed  by  the  ETG,  it  was  decided  that  it  would  be  best  to  utilise  one  of  

these  designs.  The  motivations  for  this  were  partly  that  it  would  involve  less  

 

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work  and  testing  on  behalf  of  the  ETG,  but  predominantly  because  one  of  their  

existing  formats  matched  our  preliminary  designs.  As  the  test  had  been  

successful  before,  it  was  also  a  more  reliable  format.  The  test  chosen  was  a  

type  of  concept  map,  that  required  students  to  draw  links  from  different  

theories  to  different  sources.  A  preliminary  design  of  these  can  be  found  in  

Figure  1,  and  a  more  detailed  version  can  be  seen  in  Figures  11  and  12.    

Figure  1.  Preliminary  design  of  skolsal-­‐test.    

What  is  the  general  narrative  

Prior  to  the  workshop,  the  decision  had  been  made  to  choose  the  Great  Plague  

of  London  as  the  topic  the  game  would  be  based  upon.  Consequently,  

discussion  about  the  Plague  within  the  game  context  was  focused  mainly  on  

the  types  of  questions  that  we  could  pose  to  the  students.  As  there  had  already  

been  a  substantial  amount  of  research  completed  about  the  event,  we  focused  

on  those  questions  that  could  draw  a  variety  of  answers  from  the  sources  

available.  It  was  decided  that  two  questions  would  be  posed  for  the  second  

mission,  how  many  people  died  from  the  plague  and  what  caused  it.  Both  of  

these  questions  seem  quite  simple  to  answer,  however  at  the  time  of  the  

plague,  the  truth  for  both  questions  would  go  unanswered.  This  meant  that  

the  sources  utilised  reflected  a  variety  of  opinions  and  contained  different  

facts  about  the  two  questions.  

 

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What  the  difference  between  the  two  versions  of  the  game  would  be  

In  discussing  the  implementation  of  the  theories,  which  would  provide  the  

change  between  the  two  versions,  a  magical  walkie-­‐talkie  was  eventually  

chosen.  This  was  the  idea  that  appealed  most  to  the  ETG  and  the  authors,  for  

It  also  offered  the  most  potential  in  which  to  frame  and  present  both  theories  

within  the  game.  Examples  were  presented  to  ETG  members  that  illustrated  

the  type  of  dialogue  that  might  be  included,  including  a  questioning  aspect  

that  highlighted  aspects  of  elaborative  rehearsal  and  constructivism.  This  was  

discussed  and  found  to  be  a  popular  idea  amongst  the  group.    

5.1.5.  Grouping  of  aspects  from  the  Mind  Map  

After  a  decision  had  been  made  on  the  types  of  sources,  characters  and  

questions  that  the  students  would  interact  with  in  the  game  and  in  the  pre  and  

post-­‐tests,  a  further  amendment  to  the  mind  map  was  performed.  This  was  

done  in  order  to  classify  the  necessary  content  into  different  groups.  These  

groups  were  based  on  different  characters,  theories,  sources  and  any  

additional  points  we  needed  to  include.  From  this,  facts  could  easily  be  

attributed  to  specific  sources  and  a  definitive  list  of  the  characters  and  sources  

was  visually  identifiable.  The  sources  chosen  to  be  the  basis  of  the  game  

include:  

The  Diary  of  Samuel  Pepys,  written  by  Samuel  Pepys  

Loimologia,  written  by  Nathanial  Hodges  

Plague  Orders,  released  by  the  City  of  London  

Bills  of  Mortality,  released  by  the  City  of  London  

The  Causes  and  Cure  of  the  Pestilence:  A  Treatise,  written  by  the  

Reverend  Thomas  Rosewell  

5.1.6.  Sketching  of  scenes  based  on  chosen  sources  and  characters  

Due  to  the  work  mentioned  above,  when  it  came  to  sketching,  this  was  a  

matter  of  including  all  the  necessary  aspects  in  a  scene  that  could  be  an  

example  of  the  visuals  we  wanted  within  the  game.  This  was  done  using  the  

traditional  pen  and  paper  method,  chosen  as  it  was  quick  to  execute  and  made  

 

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revisions  simple.  At  the  end  of  this  step,  we  had  created  five  scenes  that  each  

contained  one  character  and,  at  times,  multiple  artefacts.    

5.1.7.  Dialogue  scripting  in  parallel  with  creation  of  Pre  and  Post-­‐test  

questions  to  match  scene  content.  

In  creating  the  dialogue,  each  scene  was  allocated  separate  facts  and  sources  

that  were  dependant  on  what  the  focus  for  the  scene  was.  This  allowed  us  to  

link  the  dialogue  and  questions  to  each  character/artefact  and  ensured  we  

would  not  miss  any  necessary  piece  of  information.  Some  of  the  sources  

utilised  in  the  game  were  written  in  a  very  old  style  of  English  and  were  

consequently  simplified  in  order  to  meet  the  level  of  literacy  of  the  players.  All  

content  was  written  in  English.  Appendix  A  contains  the  questions  regarding  

source  criticism.    

5.1.8.  Feedback  and  revision  until  final  version  

The  first  drafts  of  the  dialogue  and  questions  were  sent  to  the  ETG  and  Mats  

Lind  for  their  input  and  suggestions.  We  also  requested  that  Irene  Andersson  

be  sent  a  copy,  due  to  her  extensive  knowledge  of  history  didactics,  as  well  as  

the  target  age  group.  Overall,  the  first  round  of  feedback  was  positive,  

suggesting  that  we  had  established  the  correct  level  of  language,  however  

some  suggestions  were  proposed.  For  the  questions,  there  was  a  lot  of  

discussion  on  the  amount  of  questions  that  should  be  included  (discussed  

below)  and  some  comments  about  the  difficulty  of  the  source  criticism  

questions,  which  were  addressed.  Once  feedback  from  all  parties  had  been  

received  and  included,  the  dialogue  and  questions  were  translated  into  

Swedish  by  Ivar  Särner.  These  were  again  sent  out  to  the  ETG,  Andersson  and  

Lind,  and  after  further  amendments,  mainly  in  regards  to  simplifying  the  

Swedish  used,  both  documents  were  finalised.  

5.1.9.  Difference  of  the  two  game  versions  

As  there  was  a  need  to  include  two  theories  within  this  study,  it  was  essential  

that  those  chosen  complemented  and  supported  both chosen  theory  

of  elaborative  rehearsal  focused  on  creating  a  stronger  semantic  meaning  for  

chosen  theory  of  

constructivism,  only  the  aspects  of  effective  questioning,  reflection  and  

scaffolding  were  (albeit  briefly)  included.  As  the  game  has  an  existing  

 

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framework  that  emphasised  the  use  of  dialogues  and  did  not  contain  sound,  

the  most  realistic  way  of  framing  these  theories  was  through  new  text.  This  

was  also  the  most  effective  way  of  including  two  theories  that  were  based  on  

reflection  and  a  better  understanding  of  a  concept.    

The  final  combination  of  constructivism  and  elaborative  rehearsal  elements,  

led  to  a  small  change,  the  implementation  of  a  magical  walkie-­‐talkie  that  could  

travel  through  time  with  the  player  (see  Figure  13).  This  gave  the  students  a  

direct  link  with  Chronos  based  at  the  time  castle.  This  text  was  carefully  

written  to  incorporate  both  theories,  usually  in  the  form  of  reflective  

questioning  that  encouraged  students  to  think  about  the  questions  and  

reiterate  the  facts  mentioned.  For  example,  

 The  way  this  quote  is  formulated  encourages  

students  to  think  more  about  the  number  being  posed  and  how  it  relates  to  

promoting  the  elaborative  rehearsal  theory  of  Särner  by  encouraging  a  deeper  

encoding,  as  the  number  is  linked  with  a  greater  concept.  It  also  guides  them  

into  reflecting  on  the  excerpts  that  accompany  this  comment,  in  which  Pepys  

mentions  that  the  poor  were  often  not  included  in  the  official  death  counts.  By  

-­‐ended  questions,  the  

constructivist  guide  of  Chronos  scaffolds  the  educational  experience.  

5.1.10.  Implementation  of  graphics  and  coding  

The  overall  implementation  of  the  game  was  completed  by  members  of  the  

ETG.  Carolina  Ekström  created  all  the  required  graphic  designs  for  the  game,  

designing  all  scenes,  artefacts  and  characters  based  on  our  descriptions  or  

provided  links  illustrating  examples,  for  e.g.  a  portrait  of  Samuel  Pepys.  Erik  

Anderberg  then  utilised  these  and  completed  all  coding,  implementation  and  

testing.    

5.1.11.  Final  Design  

The  outline  of  each  mission  could  be  described  as  an  information  gathering  

activity  followed  by  a  knowledge  test.  Mission  1  was  to  serve  as  the  

introduction  to  the  historical  context  in  general  and  in  particular  to  a  key  

aspect  of  source  criticism,  namely  the  identification  of  a  source.  This  took  place  

 

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in  the  house  of  Samuel  Pepys,  a  diarist  from  1665  who  recorded  in  detail,  his  

experiences  that  year.  The  knowledge  test  takes  place  within  the  Castle  of  

Time,  in  dialogue  with  the  time  elf.  

Key  points  involve:  

Identification  of  a  source  

Source:  Diary  of  Samuel  Pepys  

Time  travel  to  Pepys  residence  in  1665  

Dialogue  about  the  diary  and  its  contents  

 

The  following  (Figure  2)  is  a  basic  concept  map  of  Mission  1.    

Figure  2.  Basic  concept  map  of  Mission  1.  

Mission  2  is  far  more  complex  than  the  previous,  encouraging  students  to  visit  

a  number  of  scenes  and  interact  with  a  range  of  characters  and  artefacts.  This  

mission  introduces  more  source  criticism  and  analysis  methods,  and  is  set  on  

the  streets  of  London  in  1666,  once  the  plague  has  abated.  The  students  are  

tasked  with  discovering  the  answers  to  two  questions,  and  must  complete  two  

tests  in  the  skolsal  to  complete  the  mission.    

Key  points  involve:  

Analysis  of  multiple  sources  

Sources:  Diary  of  Samuel  Pepys,  Bill  of  Mortality,  Plague  orders,  Loimologia  

and      

Timetravel  to  the  Streets  of  London  in  1666      

Dialogues  and  text  about  each  source  

 

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Skolsal-­‐test  regarding  how  the  sources  are  connected  to  the  mission  

objectives  

 

The  following  (Figure  3)  is  a  basic  concept  map  of  mission  2.    

 

Figure  3.  Basic  concept  map  of  Mission  2.  

 

Following  is  a  walkthrough  of  the  two  missions.  

Mission  1:  Source  identification  -­‐  The  Diary  of  Samuel  Pepys  

updated  with  the  new  mission  information  and  objectives,  displayed  in  the  top  

 

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right  corner.  The  mission  information  contains  explanations  of  what  a  source  

can  be  and  how  importan

process  of  source  criticism.  Additionally,  the  player  is  informed  of  how  

sources  can  be  classified  as  primary  or  secondary.    

The  objectives  of  the  mission  and  the  basic  outline  are  as  follows:  The  players  

use  the  time  machine  to  travel  to  London  and  meet  with  Samuel  Pepys.  Whilst  

there,  the  player  should  try  to  learn  as  much  as  possible  about  his  diary.  This  

is  done  utilising  dialogues  and  by  reading  excerpts  from  the  diary.  When  the  

player  feels  ready,  he  or  she  can  return  to  the  Castle  of  Time  and  answer  

questions  from  the  time  elf.  Moreover,  the  player  is  informed  that  a  terrible  

disease  is  spreading  in  London.                                                                                                                            

After  receiving  the  mission  from  Chronos,  the  player  can  leave  the  office  and  

proceed  to  the  room  with  the  time  machine,  where  the  option  to  travel  to  the  

destination  London  in  1665  is  available.  The  time  machine  takes  the  player  to  

the  house  of  Samuel  Pepys  where  he  is  standing  by  a  table,  on  which  his  diary  

is  placed  (see  Figure  4).  Clicking  on  him  initiates  the  first  dialogue.  Here  Pepys  

explains  when  he  started  writing  the  diary,  and  for  what  purpose.  Lastly  he  

informs  the  player  that  they  can  read  the  diary.  Clicking  on  the  diary  opens  up  

a  new  window  (see  Figure  5)  showing  a  foreword  and  an  entry  from  April  30,  

1665.  The  preceding  dialogue,  with  Pepys,  along  with  the  foreword  contains  

Castle  of  Time.  The  other  diary  entry  introduces  aspects  of  the  Great  Plague  of  

London  and  contains  important  information  the  players  need  to  know  in  order  

to  give  a  correct  answer  to  certain  questions  in  the  pre  and  post-­‐test.  Back  in  

the  Caste  of  Time  the  player  can  initiate  a  dialogue  with  the  time  elf.  Here  the  

time  elf  poses  questions  in  regards  to  identification  of  the  Diary  of  Samuel  

Pepys  (see  Figure  6).  After  completing  all  questions,  mission  1  is  complete  and  

the  player  can  go  back  to  Chronos  in  order  to  begin  mission  2.    

 

34

 

Figure.  4.  Mission  1,  Source  Criticism  Identification  task  in  Historiens  Väktare.  Pepys  and  

his  diary.  

 

 

Figure  5.  Diary  of  Samuel  Pepys,  Foreword  and  Entry.    

 

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 Figure  6.  Knowledge  test  by  the  Time  Elf  about  Source  Criticism.    

Mission  2:  Analysis  of  multiple  sources  -­‐  Plague  ridden  streets  of  London  

After  meeting  with  Chronos  in  the  office,  the  new  mission  information  and  

objectives  are  received.  The  mission  information  continues  the  focus  on  

source  criticism  and  explains  the  importance  of  analysing  multiple  sources.  

Sources  are  all  important  and  by  analysing  multiple  ones  we  can  discover  

different  views,  opinions  and  determine  their  purpose.  Thus  the  usefulness  of  

them  is  dependent  on  what  is  discovered.  Moreover,  the  players  are  informed  

that  in  addition  to  the  diary  of  Samuel  Pepys,  there  were  many  other  primary  

sources  that  discussed  the  plague  with  different  points  of  view.  Consequently,  

the  mission  objectives  are  explained  as  follows:  The  player  is  to  travel  back  to  

London,  one  year  later,  to  try  and  discover  the  cause  of  the  plague  and  how  

many  died  from  it.  

The  new  destination,  Streets  of  London,  1666  is  now  available  in  the  time  

machine.  The  player  will  arrive  at  the  scene  called  Crossing.  

Crossing  

The  player  is  again  introduced  to  Samuel  Pepys.  This  time  he  is  standing  on  

the  street  at  a  crossing  in  London  (see  Figure  7).  Next  to  him  is  his  diary  and  a  

billboard  on  which  two  documents  are  pinned.  The  streets  are  seemingly  filthy  

 

36

as  there  are  multiple  piles  of  garbage,  surrounded  by  rats.  There  are  two  

signposts  pointing  left  and  right  respectively,  which  are  placed  on  each  side  of  

the  billboard.  Clicking  on  any  one  of  these  signs  will  bring  the  player  to  a  new  

scene.  The  one  pointing  left  directs  to  the  Church,  the  one  pointing  right  

directs  to  the  Square.  There  is  also  a  sewer  grate,  clicking  it  will  bring  the  

player  to  the  scene  Rat  Lair.  Logically  there  are  no  signpost  directing  the  

player  to  the  Rat  Lair,  therefore,  a  few  clues  are  included  to  catch  the  attention  

of  the  player.  These  clues  consisted  of:  a  small  mention  of  them  by  Pepys,  rats  

surrounding  the  sewer  grate  and  pairs  of  small  yellow  dots,  appearing  and  

disappearing,  to  resemble  eyes  of  rats.  The  scenes  can  be  accessed  in  any  

order.    

Clicking  on  Pepys  will  initiate  a  dialogue.  He  continues  to  talk  about  his  diary  

and  that  he  came  out  into  the  streets  to  inspect  the  Bills  of  Mortality,  in  which  

the  total  number  of  dead  from  last  year  is  recorded.  Pepys  draws  the  attention  

to  his  diary  for  the  player  to  read.  In  addition  to  the  entry  from  mission  1,  it  

now  includes  three  more  diary  entries  which  contain  important  information  

the  player  needs  to  remember.  After  reading  the  diary,  the  player  can  click  on  

the  billboard  that  opens  up  a  new  window  showing  two  documents  in  full  size;  

Plague  Orders  and  the  Bills  of  Mortality.  Each  contains  important  information  

relating  to  theories  about  the  cause  of  the  plague,  as  well  as  the  amount  of  

dead.  

 

37

 Figure  7.  Crossing  scene  with  Samuel  Pepys,  his  diary  and  billboard  in  Mission  2.  

Church  

In  this  scene  the  player  meets  a  priest  standing  outside  a  church  (see  Figure  

8).  Through  a  dialogue  the  priest  is  explaining  that  it  is  the  sins  of  the  people  

that  have  unleashed  the  wrath  of  God  upon  London  and  the  public.  

 Figure  8.  Church  scene  with  Priest.    

 

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Square  

In  this  scene,  the  player  is  introduced  to  the  physician,  Nathaniel  Hodges.  

Around  him  are  a  number  of  different  houses  and  piles  of  garbage,  

accompanied  by  rats  (see  Figure  9).  On  a  door  on  one  of  the  houses  a  red  cross  

is  painted.  Clicking  on  Hodges  initiates  a  dialogue  in  which  he  explains  his  

work  with  his  medical  treatise  Loimologia.  

 Figure  9.  Square  scene  with  Nathaniel  Hodges.  

Rat  Lair  

In  the  centre  of  the  lair  on  a  big  pile  of  garbage,  the  Rat  Lord  is  sitting,  as  seen  

in  Figure  10.  He  is  surrounded  by  numerous  other  rats,  on  which  fleas  are  

crawling.  Clicking  on  him,  the  player  initiates  a  monologue.  Through  this  

monologue  the  player  is  informed  about  the  role  of  the  rats  during  the  Great  

Plague  of  London.  

After  visiting  all  scenes  the  player  is  prompted  to  travel  back  to  the  Caste  of  

Time  and  complete  the  skolsal-­‐test.  

 

39

 Figure  10.  Rat  Lair  scene  with  the  Rat  Lord.    

Skolsal-­‐test  

These  tests  were  designed  to  test  the  students  knowledge  about  the  sources  

they  had  read  during  the  game.  Some  of  the  responses  could  only  be  answered  

if  they  had  read  one  specific  source.  For  each  task,  (for  an  example  see  Figures  

11  and  12)  the  student  needed  to  drag  an  arrow  from  a  source  to  one  of  the  

theories.  A  source  could  provide  the  answer  to  multiple  theories  and  vice  

versa.  Once  a  student  had  answered  at  least  75%  of  the  test  correctly,  they  

were  considered  to  have  passed.  Feedback  given  to  the  student  included  green  

arrows  for  a  correct  response  and  red  arrows  for  an  incorrect  one  (as  seen  in  

Figure  12).    

 

 

40

 

Figure  11.  Skolsal-­‐test  for  Mission  2.    

 

 Figure  12.  Skolsal-­‐test  in  Mission  2,  with  feedback.    

 

 

41

Walkie-­‐talkie  Design  

When  the  players  clicked  on  a  new  artefact  or  character,  the  walkie-­‐talkie  

became  animated,  flashing  its  lights  and  moving  slightly.  This  attracted  the  

attention  of  the  students  and  ensured  they  were  aware  of  some  new  

information.  A  text-­‐based  pop-­‐up  appeared  with  this  information  whenever  

the  walkie-­‐talkie  was  clicked  on  by  the  player,  as  demonstrated  in  Figure  13  

below.    

 

Figure  13.  Chronos  text  through  walkie-­‐talkie,  seen  in  top  left  corner.    

5.2.  Evaluation  of  HV  

5.2.1.  Pre  and  post-­‐testing    

After  the  completion  of  the  experiment,  the  two  tests  were  compared  to  see  if  

there  were  any  significant  differences  between  the  two  test  versions.  This  was  

completed  using  the  Wilcoxon  signed  rank  test.  The  pre-­‐test  scores  were  used  

for  this  since  they  are  unaffected  by  the  experimental  conditions.  Ultimately  

there  were  no  significant  differences  between  the  tests  (Z=-­‐0.2726,  p=  

0.7851).  The  median  values  were  also  identical  for  the  two  test  versions,  both  

scoring  11.    

The  statistical  testing  was  done  using  the  Wilcoxon  rank  sum  test  on  the  

differences  between  the  pre-­‐test  scores  and  the  post-­‐test  scores.  The  result  

 

42

was  that  no  significant  difference  between  the  control  (no-­‐Chronos)  and  the  

experimental  (Chronos)  groups  exist  (Z=0.5455,  p=0.5861).  The  median  value  

of  the  difference  between  the  pre-­‐  and  post-­‐test  scores  for  the  experimental  

group  was  0  and  for  the  control  group  was  -­‐1.    

Below  is  a  box-­‐plot  representing  the  statistical  results  for  both  the  pre  (Figure  

14)  and  post-­‐test  (Figure  15).

Figure  14.  Pre-­‐test  results.  Game

WtNo wt

Pretest

20,00

15,00

10,00

5,00

,00

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Figure  15.  Post-­‐test  results.  

 

5.2.2.  Observations  

Following  each  session,  the  observations  and  comments  recorded  were  

checked  for  their  accuracy  based  on  what  both  observers  (Särner  and  

Brewster)  had  seen  and  heard.  Sometime  changes  were  made  if  an  error  in  

Swedish  had  been  made.  Overall,  an  assortment  of  comments  and  behaviours  

opinions  of  the  game,  which  could  have  some  impact  on  future  studies.      

Pre  and  post-­‐tests  

In  regards  to  the  pre  and  post  testing,  the  observations  in  regards  to  the  

students  were  the  same.  In  both  classes,  the  students  appeared  to  be  highly  

concentrated  and  focused  on  the  task,  both  rooms  extremely  quiet  whilst  the  

students  were  completing  the  tests.  A  minimal  amount  of  students  asked  for  

assistance  as  they  had  previously  been  informed  that  they  should  complete  

the  work  on  their  own.  The  teachers  in  both  classes,  particularly  Class  1,  

commented  that  the  students  were  far  more  concentrated  than  usual.  The  

teacher  of  Class  1  also  noted  that  the  students  who  would  usually  give  up  if  

GameWtNo wt

Post

test

20,00

15,00

10,00

5,00

,00

27

Page 1

 

44

difficulties.  During  the  post-­‐testing  however,  some  students  did  appear  to  be  

quite  bored  at  having  to  take  a  test  again.  

Historiens  Väktare

Once  again,  both  classes  were  noted  to  be  extremely  quiet  when  they  first  

began  playing  the  game  and  most  were  concentrated  on  reading  the  text  in  the  

game.  In  both  classes  though,  some  students  appeared  to  be  clicking  through  

all  the  scenes  to  the  final  skolsal-­‐test  quite  quickly.  One  student  finished  

everything  in  15  minutes,  whilst  others  took  closer  to  30  minutes.  

Observations  of  both  classes  indicated  the  same  levels  of  frustration  with  it  

came  to  the  final  skolsal-­‐tests.  Students  became  quickly  disappointed  when  

they  could  not  finish  it  on  the  first  go,  though  they  continued  to  try  until  they  

had  passed  it.  Some  children  even  got  out  pieces  of  paper  to  record  their  

correct  answers.    

Feedback  

Comments  from  Class  1  after  they  had  finished  the  game  were  all  about  two  

points.  The  game  was  fun,  until  the  skolsal-­‐test.  Then  the  game  was  very  hard.    

Class  2  had  similar  comments,  also  agreeing  that  the  game  was  good,  but  that  

the  skolsal-­‐test  was  too  hard.  They  also  mentioned  that  they  enjoyed  playing  

the  game  as  they  got  to  explore  London  and  could  meet  different  characters,  

something  they  would  have  like  more  of.  They  also  wanted  to  be  able  to  have  a  

more  interactive  dialogue  with  the  characters  and  reply  to  the  dialogue  

themselves.  Also,  there  were  some  who  pointed  out  that  it  was  confusing  that  

 

 

Another  comment  from  the  teacher  of  Class  1,  was  that  the  students  in  other  

classes  were  extremely  jealous  that  they  were  not  playing  the  game  as  well.    

 

 

 

 

 

45

6.  Discussion  This  study  aimed  to  establish  if  an  educational  game  had  the  potential  to  teach  

source  criticism.  It  also  posed  the  question  of  whether  a  constructivist  guide  

could  assist  in  teaching  students  about  source  criticism.      

In  regards  to  the  constructivist  element,  ultimately  there  is  no  significant  data  

from  the  pre  and  post-­‐tests  that  indicates  there  was  an  increase  in  source  

criticism  knowledge.  The  same  can  be  said  for  the  primary  question,  whether  

it  was  possible  for  a  student  to  learn  source  criticism  within  a  game.  Again,  

there  were  no  significant  results  for  the  testing  done  that  indicated  this  was  

true.  Although  there  were  slightly  higher  marks  from  the  group  playing  the  

experimental  version,  their  scores  in  the  pre-­‐test  were  also  higher,  thereby  

having  no  significant  effect  on  this  study.  

Regardless  of  the  results,  there  were  a  number  of  factors  learnt  during  the  

course  of  this  study  that  could  assist  future  studies.  There  is  also  still  potential  

for  source  criticism  to  be  taught  within  the  confines  of  a  computer  game.  

Although  the  data  collected  showed  no  significant  indication  of  improvement,  

there  were  some  students  who  did  show  a  small  increase  of  knowledge.  This  

could  be  due  to  a  variation  of  factors.  It  could  be  supposed  that  the  source  

criticism  aspects  within  the  game  were  too  difficult  or  subtle  for  most  of  the  

students  to  properly  grasp.  Or  it  could  also  be  that  the  attention  given  to  the  

post-­‐test  was  less  focused  than  in  the  pre-­‐test.    

Although  Chronos  gave  the  students  an  initial  description  of  the  sources,  he  

the  

knowledge  was  to  be  based  on  information  within  the  sources,  the  students  

may  have  used  it  as  a  shortcut  to  finishing  the  game  quickly;  finding  only  the  

information  which  answered  the  questions  and  skipping  the  analysis  of  the  

different  sources.  

There  was  also  the  distraction  in  this  game  of  the  factual  information,  required  

of  historical  facts  was  improved  after  

playing  the  game.  Whilst  we  had  aimed  to  provide  the  students  with  a  

 

46

contextualised  environment  where  they  could  collect  the  sources  in  the  same  

time  period  they  were  created,  it  may  have  inadvertently  led  to  too  much  

focus  on  the  historical  event  and  not  enough  on  the  sources.  Future  studies  

could  increase  the  focus  on  the  types  of  sources  within  the  game,  discussing  

them  in  more  depth  and  reflecting  on  their  usefulness  to  other  characters.    

Within  HV,  the  skolsal-­‐test  was  judged  by  most  students  to  be  too  difficult.  As  

this  was  the  source  criticism  test,  it  was  a  clear  indication  that  the  information  

placed  within  the  missions  was  perhaps  not  highlighted  well  enough  for  the  

students  to  properly  retain  the  information.  From  observing  the  students,  it  

was  clear  from  the  speed  that  some  students  played  the  game  that  they  were  

not  reading  the  text,  which  was  essential  if  the  student  wished  to  pass  the  

skolsal-­‐test.  The  amount  of  text  within  the  game  is  also  a  barrier  for  some  

students,  especially  those  with  poor  reading  skills.  As  the  success  of  the  game  

relied  on  the  student's  reading  this  text,  it  would  be  advisable  to  ensure  that  

the  text  used  in  subsequent  versions  be  condensed.  As  the  aim  was  for  the  

students  to  learn  source  criticism,  it  is  essential  that  they  read  at  least  some  of  

the  sources.  Perhaps  this  could  be  done  in  a  more  inventive  manner,  through  

an  interactive  and  selective  dialogue  with  a  character,  or  introducing  

gamification  elements  to  different  pages  or  chapters.  As  this  was  a  game  

environment,  the  students  expected  to  be  able  to  play  more  than  they  had  

anticipated  having  to  read.    

in  the  testing,  thereby  affecting  the  statistical  results.  The  post-­‐test  was  

conducted  the  day  after  the  game  was  played,  consequently  the  students  may  

bad  thing  as  the  aim  was  for  the  students  to  learn  source  criticism.  A  post-­‐test  

given  straight  after  the  game  may  have  resulted  in  the  students  more  quickly  

associating  answers,  though  they  may  not  remember  them  long-­‐term.  There  is  

also  the  potential  that  the  students  were  just  bored  of  the  test,  as  some  

appeared  to  be,  selecting  any  answer.  However,  the  time  taken  for  both  classes  

to  complete  the  post-­‐test  was  roughly  the  same  as  in  the  pre-­‐test.    

The  pre  and  post-­‐

content  within  a  source  (essentially  comprehension).  It  is  unlikely  that  one  

 

47

play-­‐through  of  the  game  would  suffice  to  greatly  improve  a  student's  skills  in  

this  area  without  extensive  practise  on  that  skill.  However,  the  introduction  of  

the  idea  in  a  historical  framework  could  still  work,  perhaps  by  having  

questions  about  a  source  appearing  within  the  game  after  a  student  has  read  

the  relevant  source.    

Despite  the  statistical  findings,  there  was  some  verbal  evidence  that  indicated  

an  increase  in  knowledge  regarding  source  criticism,  at  least  in  some  

instances.  During  the  experiments,  observations  were  recorded  of  comments  

made  by  both  teachers  and  students.  When  the  students  were  playing  the  

game,  a  few  of  them  asked  for  the  meaning  of  specific  words,  including  

e  then  informed  of  its  meaning,  

educating  them  during  gameplay.  One  class  in  particular  was  a  little  behind  in  

their  coursework,  because  of  their  education  in  the  previous  year.  Therefore  

known  to  

them.  Their  teacher  mentioned  this  and  that  she  considered  it  appropriate  

that  the  terms  were  being  mentioned  in  a  historical  setting.  Although  the  test  

results  did  not  reflect  an  increase  in  knowledge,  it  can  be  hoped  that  the  

students  associate  

them  a  hint  as  to  what  a  primary  source  is.    

History,  along  with  source  criticism,  has  a  place  in  educational  gaming.  At  the  

very  least  this  was  evident  from  the  comments  of  students  in  other  classes,  

who  became  increasingly  jealous  as  the  week  went  on  that  their  friends  got  to  

play  on  the  computers  for  the  whole  lesson!  Ensuring  these  games  

 is  imperative  in  

ensuring  their  usefulness.  Then  they  can,  hopefully,  increase    

knowledge  about  history  and  source  criticism.    

 

 

 

 

 

 

48

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sing  educational  games  to  teach        

school  class  and  the       recreation   Skolverket,  Swedish  National  Agency  for  Education.    

pens  when  video  games  enter  the       Innovate:  Journal  of  Online  Education,  vol.  1,  no.  6.  

schoo       achievement   Computers  &  Education,  vol.  52,  no.       1,  pp  68-­‐77.  

 

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:  A  Review  of  Trends  in  Serious       Review  of  Educational  Research,  vol.  82,  no.  1,  pp.  61-­‐89.  

Østergaard-­‐       Lillebælt.    

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Appendix  A:  Pre  and  Post-­‐test  Questions:  Source  Criticism  

 

Q   English   Swedish  

1   V1:  Which  are  two  important  tasks  to  complete    

 V2:  identifying  a  source?  Choose  2  from  those  listed  below.    

Finding  out  who  the  author  is   Discovering  when  it  was  created     Seeing  how  long  it  is   Working  out  how  much  it  would  have  

cost   Reading  it  to  find  hidden  codes  

V1:  Vad  är  viktigt  att  göra  när  man  ska  identifiera  en  källa?  Välj  två  alternativ    V2:Välj  två  alternativ  som  är  viktiga  när  man  ska  identifiera  en  källa.    

Att  ta  reda  på  vem  som  skapade  källan   Att  ta  reda  på  när  källan  skapades   Att  ta  reda  på  hur  många  sidor  den  har   Att  ta  reda  på  hur  mycket  den  hade  kostat   Att  läsa  den  för  att  hitta  gömda  koder  

2   V1:  What  two  points  can  classify  a  source  as    

 V2:  Choose  two  points  which  help  define  what  a  

   

They  were  written  at  the  time  an  event  took  place  

They  were  written  by  an  eyewitness  to  an  event  

They  are  the  first  source  published  after  an  event  

They  are  the  most  important  source  about  an  event  

They  are  the  only  source  about  an  event        

   

V1:  Källor  till  en  historisk  händelse  kan  kategoriseras  som  antingen    eller   .  Vilka  två  alternativ  kan  kategorisera  en  källa  som      V2:  Källor  till  en  historisk  händelse  kan  kategoriseras  som  antingen    eller   .      Välj  två  alternativ  dom  du  tror  bäst  förklarar  en  

 källa.    

Källan  skapades  under  samma  tid  som  när  den  historiska  händelsen  ägde  rum  

Källan  skapades  av  någon  som  personligen  var  närvarande  

Det  är  den  första  källan  som  skapades  om  den  historiska  händelsen  

Det  är  den  viktigaste  källan  som  skapades  om  den  historiska  händelsen  

Det  är  den  enda  källan  som  finns  om  den  historiska  händelsen    

3   V1:  Which  two  options  below  indicate  a  source    

 V2:  A  secondary  source  can  be  easily  identified  if  they  meet  two  of  these  conditions.    

It  was  produced  after  an  event  had  

witness  it  

V1:  Källor  till  en  historisk  händelse  kan  kategoriseras  som  antingen    eller   .    Vilka  två  alternativ  kan  kategorisera  en  källa  som  

   V2:  Källor  till  en  historisk  händelse  kan  kategoriseras  som  antingen    eller   .    Välj  två  alternativ  dom  du  tror  bäst  förklarar  en  

 

52

event     It  is  the  second  source  produced  about  

an  event   It  is  an  important  source,  but  not  the  

most  important   It  features  only  half  the  information  of  

a  primary  source      

 källa.    

Källan  skapades  efter  att  den  historiska  händelsen  ägde  rum  och  av  någon  som  inte  var  med  när  det  hände  

Det  är  en  analys  av  en  tidigare  historisk  händelse  

Det  är  den  andra  källan  som  skapades  om  den  historiska  händelsen  

Det  är  en  viktig  källa  -­‐  men  inte  den  viktigaste   Källan  innehåller  bara  hälften  av  

informationen  från  en  primär  källa  

4   V1:  What  two  options  best  describe  why  sources  are  so  important  to  historians?    V2:  Why  are  sources  so  important  to  historians?  Two  of  the  answers  below  are  correct.    

They  can  provide  information  about  events  and  issues  

They  can  tell  us  how  people  lived  in  the  past  

Historians  have  to  read  every  source  before  they  can  publish  their  ideas  

They  are  always  easy  to  understand   They  clearly  answer  all  questions  

historians  have  

V1:  Vilka  två  alternativ  bäst  beskriver  varför  källor  är  viktiga  för  historiker?    V2:  Varför  är  källor  viktiga  för  historiker?  Välj  två  alternativ.    

De  ger  information  om  historiska  händelser     De  ger  information  om  hur  människor  levde  

förr  i  tiden   Historiker  måste  gå  igenom  alla  källor  innan  

de  kan  publicera  sina  egna  idéer   Källor  är  alltid  lätta  att  förstå   Källor  svarar  klart  och  tydligt  på  alla  frågor  

som  historiker  har      

5  V1:  Which  of  the  following  2  statements  do  you  think  is  correct?  

V2:  There  are  many  reasons  why  sources  are  useful.  Which  two  do  you  think  are  right?  

All  sources  can  be  useful,  it  just  depends  on  how  you  use  them.  

Having  multiple  sources  is  useful  as  we  can  discover  many  views  about  an  event  

Sources  are  only  useful  if  they  were  written  by  someone  important  

Sources  are  only  useful  for  establishing  if  an  event  really  happened.    

Sources  can  prove  anything.  

V1:  Vilka  två  påståenden  tror  du  är  korrekta?  

V2:  Det  finns  många  anledningar  till  varför  källor  är  användbara.  Välj  de  två  som  du  tror  är  rätt.  

Alla  källor  kan  vara  användbara,  det  beror  bara  på  vad  man  vill  veta  

Att  ha  flera  källor  är  användbart  eftersom  de  ger  oss  olika  information  

Källor  är  endast  användbara  om  de  var  skapade  av  viktiga  personer  

Källor  är  endast  användbara  för  att  ta  reda  på  om  en  händelse  verkligen  ägde  rum.  

Källor  kan  bevisa  allt.  

6   V1:  What  are  2  things  you  should  consider  if  there  are  multiple  sources  and  views  about  an  event?    V2:  If  there  are  multiple  opinions  and  sources  covering  an  event,  what  do  you  need  to  

V1:  Vad  är  viktigt  att  tänka  på  när  det  det  finns  flera  källor  med  olika  information  om  samma  historiska  händelse?  Välj  två  alternativ.    V2:  Ibland  kan  det  finnas  flera  olika  källor  till  en  och  samma  historiska  händelse.  Vad  är  det  viktigt  att  tänka  

 

53

remember?    

You  can  compare  them  and  see  if  similar  facts  emerge  that  reveal  the  real  events  

Even  if  they  have  different  opinions,  they  can  still  give  us  useful  information  

Only  one  source  is  going  to  give  you  useful  information  

correct  

To  only  use  the  source  that  is  official  

på  då?  Välj  två  alternativ.    

Att  jämföra  de  olika  källorna  och  se  om  det  finns  liknande  fakta  

Även  om  källorna  ger  olika  information  kan  de  vara  användbara  

Endast  en  källa  kan  ge  oss  användbar  information  

Att  endast  använda  den  källan  som  känns  mest  rätt  

Att  endast  använda  den  källan  som  är  officiell  

7   V1:  Official  records  are  useful  sources,  but  Which  2  reasons  explain  

why?    V2:  Sometimes  even  official  sources  like  church  records  or  law  books  are  inaccurate.  Choose  2  options  below  that  could  explain  why  this  is  true.        

Some  of  the  population  may  not  be  included,  for  e.g.  women,  the  poor  

They  may  have  been  created  based  on  false  information  

They  only  contain  useless  information   They  are  most  often  created  by  the  

King  or  Queen   They  are  only  created  for  important  

persons    

V1:  Officiella  dokument  är  t.ex.  sådant  som  kyrkböcker  eller  lagar.  Officiella  dokument  är  användbara  källor,  men  är  ibland  inte  alltid  korrekta.  Varför?  Välj  två  alternativ.    V2:  Ibland  är  officiella  dokument  t.ex.  lagar  och  kyrkböcker  inte  korrekta.  Välj  två  alternativ  som  du  tror  kan  svara  på  varför  de  kan  vara  fel?    

Det  saknas  ofta  information  om  vissa  grupper  av  människor.  Till  exempel  kvinnor  eller  fattiga  

Det  finns  risk  för  att  de  grundar  sig  på  felaktig  information.  

De  innehåller  bara  onödig  information   De  är  oftast  skapade  av  kungen  eller  

drottningen   De  är  endast  skapade  för  viktiga  personer  

8   V1:  Which  2  statements  below  are  true,  based  on  this  excerpt?    V2:  Read  the  quote  below  and  pick  the  two  statements  which  you  think  are  correct.    I  got  up  and  put  on  my  coloured  silk  suit,  with  my  new  wig  which  I  bought  a  while  ago,  but  will  not  wear,  because  the  plague  was  in  Westminster  when  I  bought  it.    

wear  the  wig  as  it  might  be  infected  with  the  plague  

He  bought  the  wig  in  Westminster   He  only  wants  to  wear  the  suit  in  

Westminster   Colourful  suits  are  not  appropriate  

during  a  Plague  year   All  wigs  might  have  the  plague  

 

V1:  Vad  tror  du  författaren  menade  med  detta  citat?  Välj  två  alternativ.    V2:  Läs  igenom  citatet  nedan  och  välj  två  alternativ  som  du  tror  bäst  förklarar  vad  författaren  menade.    

som  jag  köpte  tillsammans  med  min  nya  peruk.  Peruken  kommer  jag  däremot  inte  ta  på  mig  för  att  

   

Författaren  ville  inte  ta  på  sig  peruken  för  den  kan  vara  smittad  med  pesten  

Författaren  köpte  peruken  i  Westminster   Författaren  vill  bara  bära  peruken  i  

Westminster   Färgglada  kostymer  är  inte  passande  att  ha  på  

sig  när  pesten  härjar   Alla  peruker  är  smittade  med  pesten  

 

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9  V1:  Which  2  sentences  below  are  true,  based  on  the  following  quote?    

V2:  What  two  facts  can  be  found  by  reading  this  diary  excerpt?  

It  was  sad  to  hear  the  bells  ringing  so  often  for  deaths  today.  I  think  I  heard  it  ring  5  or  6  times  today.    

Bells  are  rung  when  someone  has  died   5  or  6  people  had  died  that  day.   Bells  are  rung  at  weddings   The  bells  are  very  loud   5  or  6  bells  are  rung  for  every  death  

V1:  Vad  tror  du  författaren  menade  med  detta  citat?  Välj  två  alternativ.    V2:  Läs  igenom  citatet  nedan  och  välj  två  alternativ  som  du  tror  bäst  förklarar  vad  författaren  menade.  

dödsfall   idag.   Jag   tror   jag   hörde   den   ringa   5   eller   6    

Klockan  ringde  när  någon  hade  dött   5  eller  6  personer  hade  dött  den  dagen   Klockan  ringde  när  någon  hade  gift  sig   Klockan  måste  ha  varit  väldigt  högljudd   5  eller  6  klockor  ringde  för  varje  dödsfall  

10   -­‐to-­‐day  lives  of  the  common  people,  which  of  these  primary  sources  would  be  the  most  useful?    V2:  From  the  options  below,  which  two  sources  do  you  think  would  be  the  most  useful  to  find  out  about  day-­‐to-­‐day  life?    

A  personal  diary   Letters  to  family   The  Bible   A  scientific  journal   The  Law  Books  

V1:  Om  din  uppgift  är  att  ta  reda  på  hur  människor  levde  förr  i  tiden,  vilka  källor  är  mest  användbara?  Välj  två  alternativ.    V2:  Välj  två  källor  som  du  tror  är  bäst  på  att  berätta  för  oss  om  det  vardagliga  livet  hos  människor  förr  i  tiden.    

En  personlig  dagbok   Brev  till  familjen   Bibeln   En  vetenskaplig  tidsskrift   Lagboken