Module 6 – Reflection of Digital Storytelling

This week, we primarily explored digital historical storytelling, particularly its application in history education. Digital historical stories allow people to engage with history in a more interesting way. However, it is well known that history and storytelling are fundamentally different. While stories can, to some extent, restore history, digital historical storytelling must meet the requirements of linear narrative, creating a compelling arc through climaxes and conclusions. When we try to embed history into a narrative framework, simplification or even distortion of history is inevitable. In the context of history education, a partial understanding of complex history can be very dangerous. Especially in stories, where there are usually “heroes” and “villains,” categorizing historical figures as “good” or “bad” flattens the complexity of both history and the people involved. In games, the “heroes” and “villains” are often the designer’s personal opinions, which are not truly historical. However, students playing digital historical games tend to believe that the history presented in these games is accurate. Moreover, digital games often present historical “answers” (even though history has no definitive answers), making it difficult for students to develop their own thoughts and critical thinking. This point is also supported by the article Teaching through Play: Using Video Games as a Platform to Teach about the Past, which discusses the potential and challenges of video games in history education. The article points out that video games, as an interactive medium, can promote a deep understanding of history through immersive experiences. This approach, based on “Experiential Learning Theory,” allows players to personally engage with history while playing. However, game developers often prioritize entertainment, reducing history to interesting stories or gameplay while ignoring its complexity.

I believe there are two ways to improve the development of digital games. First, digital games should be introduced after formal history learning. Games can serve as supplementary content to the classroom. If students are familiar with the relevant history before engaging with the game, the true history and the distorted version can coexist in their minds, fostering critical thinking. Second, digital games should provide students with multiple perspectives and the causal relationships within history itself. In our class, we used Twine to develop digital games. This reminded me of a previous course on “Portraiture in Ancient Egypt,” where one assignment required students to transform an object (person or item) into an ancient Egyptian portrait. This assignment required students to design based on the characteristics of ancient Egyptian portraiture, demanding a deep understanding of both its appearance and meaning. I believe this assignment would be ideal to design as a digital game, allowing students to grasp the inner significance of the portraits and develop their interpretations through practice.

In conclusion, this reflection has made me realize that history education is not just the transmission of knowledge, but an art of balancing historical facts with narrative structure. Whether through the digital storytelling discussed in the lecture or the video game teaching platforms mentioned in the article, educators need to find a balance between engaging students’ interest and ensuring historical accuracy. Most importantly, whether using digital or traditional teaching methods, it is essential to help students maintain critical thinking and encourage them to find the real connection between stories and history.


Comments

3 responses to “Module 6 – Reflection of Digital Storytelling”

  1. Jennifer Mills Avatar
    Jennifer Mills

    I do agree with what you’ve pointed out here. I also think that another way to approach it is by showing the students a section of a game and getting them to think about how that section does or does not accurately portray the historical realities of the subject. We can also show a clip and get the students to use their skills to think about what might be wrong with how the story is told, without knowledge of the events themselves.

  2. Xiaoyi,

    I read the first part of your post with the word “balance” on my tongue. In the second half, you anchored on the importance of this concept in approaching digital storytelling with history.

    That’s a long way of me saying I agree with the sentiment in your post, especially that games should probably not be the initial entry point for someone’s experience with a particular history. However, to push back a bit on your comment in the beginning of your post, I think that there are flexible means of conveying story which do not adhere to a strictly linear format, and there is room for digital history storytelling here, too.

  3. Hi Xiaoyi,
    As both your blog and Chris’s comment above highlight, balance between storytelling and history is integral (especially in video games prioritizing entertainment). I agree that video games can have advantages and real disadvantages in understanding and engaging with history. Many video games and historical narratives fall down the path of black-and-white stories, hero vs. villain. We know that history is not that simple and demands more complexity. This is where non-linear storytelling comes in. The Oregon Trail game shows a very linear, one-sided perspective of history. It’s harder to imagine non-linear storytelling in a game, but I think there are ways to achieve it. I agree that these kinds of games function better as supplemental educational tools rather than the primary introduction to the content.

Leave a Reply

Your email address will not be published. Required fields are marked *