CODE | 109178 |
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ACADEMIC YEAR | 2022/2023 |
CREDITS |
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SCIENTIFIC DISCIPLINARY SECTOR | M-STO/02 |
TEACHING LOCATION |
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SEMESTER | Annual |
TEACHING MATERIALS | AULAWEB |
Seminars and CFU-accessible initiatives are educational activities that the Department of Political and International Sciences offers as part of the "Other Activities" to be included in the study plan. At the beginning of each academic year the Department publishes on its website a list of activities linked to each seminar so that each student can choose which seminar activities to include in his/her study plan for a total of 3 CFU. These 3 CFU can be achieved by combining seminars from the same discipline or from different disciplines, at the student's total discretion. In addition, seminars and initiatives allowing CFUs may also be chosen as 'Student Choice Activities'.
Translated with www.DeepL.com/Translator (free version)
The seminars and initiatives in Modern History explore specialised topics relating to Public History, with particular reference to the field of techniques and methods of history gamification. The list of seminars and initiatives allowing access to Modern History CFUs scheduled for this academic year is available on the Department's website.
The seminar is aimed at understanding how an in-depth reflection on the gamification of history makes it possible to
study and understand the events that took place/narrated/played on several levels: from a basic one, which focuses on learning about the events and protagonists of the historical period in question, retracing moves and simulating alternatives, up to a more critical level suited to university training, consisting of analysing the ideological background and interpretative postulates of the game itself, leading to a critical analysis of the product itself;
reflecting on the background of the products, necessarily characterised by a careful study of the events and sources and historical reconstruction of the context that engages authors and creators; this casts an interesting perspective on historical knowledge as a professionalising capacity of scholars and enthusiasts;
to consider the impact of the products in terms of public history, as a vehicle of knowledge of history and its processes transcending the mere specialised sphere towards broader and more frequented contexts of fruition, especially the younger generations accustomed to instruments of knowledge acquisition and transmission increasingly different from the traditional ones;
reflect, more marginally, on the relationship between cultural fashions and the market, including the recreational market, considering, for example, the high number of products on the market for board games (and video games) with a contemporary setting compared to similar ones with a modernistic setting. The numbers of these relationships will be briefly illustrated, while also casting a glance at the (equally numerous and thus, equally trendy) products set in the classical (mainly wargames) and medieval ages.
During the seminar, students will participate in workshop activities jointly organised by PHLab (Laboratorio di Public History) and CeRG (Centro di ricerca sul gioco) experimenting GBL (Game based learning) techniques applied to the didactics of history.
R. Masini - S. Masini, Le guerre di carta 2.0. Giocare con la storia nel Terzo Millennio, Milano, Unicopli, 2018
Mettere in gioco il passato. La storia contemporanea nell'esperienza ludica, a cura di Chiara Asti, Milano, Unicopli, 2019
R. Masini, Il gioco di Arianna. Guerra, politica ed economia nel labirinto della simulazione non lineare, Milano, Acies, 2020
La storia in gioco. Prospettive e limiti del racconto storico in forma ludica, a cura di Stefano Caselli, Milano, Bliblion, 2022
Office hours: Tuesdays from 14 to 17 (V floor of the central tower ex Albergo dei Poveri), before or after the lessons, by appointment or in telematic mode on Microsoft Teams platform (code 6e2etdl)
RENZO REPETTI (President)
LUCA LO BASSO
All class schedules are posted on the EasyAcademy portal.