The use of interactive narration techniques in teaching history
Leandro Villela de Azevedo
Dr em História Medieval (USP) / Historiador Corporativo / Professor de educa??o básica e superior / Estudioso de IA e aplicabilidade na área de humanidades
By: Leandro Villela de Azevedo
PhD in Social History (USP-2011) and Elementary and High School teacher for
25 years
(Text originally written in Portuguese and published on the tecnaula blog and
later via Scribd)
This article partially presents the results of the work of professor
Leandro Villela de Azevedo in his research into the practical application of
interactive narration techniques, arising from RPG games (RolePlaying Game)
in elementary school students, in four schools in the State of S?o Paulo. Paul.
Establishing the theoretical basis for such use and demonstrating their
effectiveness, especially with regard to teaching attitudinal content, linked to
the deepening of procedural and conceptual objectives.
RPG emerged as a form of entertainment in the United States in the
1970s. It is an interactive form of storytelling, where a main narrator takes on
the role of the storyteller, while each of the participants takes on the role of
role of a character within that narrative. Each participant can request actions
only for their own characters, while the narrator controls all other characters
(NPC
– Nonplayable Character) and the result of actions in the universe being
narrated. The participant can say that their character will try to open a door,
for example, but it is up to the narrator to say whether this action was
performed correctly, or whether the door was locked. This narrative technique
has received several scientific studies both in the United States and in Brazil
(RODRIGUES, 2004).
The use of the interactive narration technique for educational purposes
began in Brazil at the end of the 90s, and in 2002 an NGO called Ludus
Culturalis emerged, which organized four RPG and Education symposiums
(2002, 2004, 2006, 2007) with a total of more than 3000
Translated from Portuguese to English - www.onlinedoctranslator.com
participants. The proceedings of the first of these symposiums were later edited by the
publisher Devir.
Interactive narration can occur in different ways, but, for the purposes
of better adapting to the content of this article, we will divide it into two
categories. To theregulatedand thenot regulated.With the advent of RPGs, rule
systems emerged that facilitated the creation of both the universe and story to
be narrated, as well as the creation of the characters that would be played by
the participants. Systems likeDungeons and Dragons, GURPS, World of
Darkness, facilitated the creation of fantastic universes that could range from
science fiction environments to dungeons infested with monsters or dragons,
from werewolves and vampires to characters from Brazilian folklore (LIMA,
2006). These rule manuals are generally accompanied by data that help the
narrator establish “chance” within his narration. For example, a participant
indicates the desire for their character to walk across a tightrope. Within the
entire context of the narration, this character proved to be athletic, but had
never tried to cross a tightrope before. Thus, the narrator establishes that
there is a 50% chance of this action being successful, thus establishing that on
the six-sided die, a result equal to or less than three means that he will be able
to carry out the action, otherwise he will fall from the rope. The narrativesnot
regulated, depend much more on the imagination of the narrator himself,
since at the same time it gives him much more freedom of creation, at the
same time it establishes a more arbitrary narration, not leaving transparent
the rules he uses for the success of actions, for example.
The first of these rule manuals created with an educational function
appeared in Brazil around 2003, as a result of the joint effort of teachers
participating in the aforementioned symposium. We have among them some
focused on the history of Brazil, such asThe rescue of refugees (where students
take on the role of detectives who go in search of the painting Retirantes by
Portinari, going through different aspects of the history of the painter and of Brazil
in the first decades of the 20th century) or for general history, such asThe
Crusades (where the teacher can allow his students to simulate a religious war
from the 13th century through interactive narration)
According to Cesar Coll and Antoni Zaballa (ZABALA, 1998, p.31) the
teacher's objectives must encompass three types of content, conceptual,
procedural and attitudinal. The first are the concepts themselves, typically
called specific contents or subjects, such ascrusades, feudalism,etc. The
procedures refer to theknow how to do, such as map interpretation, image
analysis, among others. Finally, according to the author himself, the most
challenging of these are the attitudinal ones, which refer to the to bethat is,
teaching students values that will be part of their character.
Interactive storytelling techniques allow for a deeper dive into each of
the categories above, if they can be applied well. For example, the teacher
creates a scenario relating to the colonization of Brazil, where students play
different roles inside a caravel. This narration can extend over two or three
classes, where different dangers will have to be experienced by them, such as
calms and lack of food, such as storms, rats trying to feed on rare food, barrels
of water that come loose and run out, diminish the little ones. available
resources or even a disease, such as scurvy. During this first phase of the
narration, they will be able to deepen their knowledge about the difficulties of
navigation, in situations that they could never imagine until then, such as the
possibility of dying of thirst surrounded by water. A simple list of these
difficulties given by the teacher could not be understood with the degree of
depth of seeing that your character could die during that difficulty, thus
leaving him out of the activity, causing him to become emotionally involved
with the story narrated, since I wouldn't want to stop participating in it.
In procedural terms, the possibility of a new, more practical meaning for
the skills learned arises. Following the example above, the ability to read a map
would be essential for the success of the adventure. The captains of the twelve
vessels should meet and discuss, based on navigation charts, choosing the
best route to reach their destination, avoiding storms and places of possible
difficulties. More than that, it would be possible to work the opposite way. After
arriving on dry land, on a second day of class, with the continuation of the
narration, students could make their characters disembark on dry land, and
leave
someone responsible for creating a map while they explored the unexplored
Santa Cruz Island in this imagination guided by the teacher. This mapping
would have to follow the instructions given, but could be a fundamental part of
being able to return to the boats.
Still in procedural terms, it is more than feasible for some students to be
responsible for writing a letter to King D. Manuel telling about their adventure
in the new lands. Thus, before reading fragments of Caminha's letter, they
would have their own report and elements of both reports could be compared.
Thus working not only on the procedure for reading a historical document, but
on the production of a report. I therefore understand the document more
deeply when it is read.
The use of the interactive narration technique is efficient in deepening
students' knowledge and may also be able to overcome some of the daily
challenges faced by the teacher. According to the philosopher of education Edgar
Morrin, there would be seven major challenges for the education of the future,
according to his production made for UNESCO thinking about schools in the 3rd
millennium (MORRIN, 1999).
The first of these challenges would be working with theerrorand the
illusion. According to him, all knowledge, however scientific and careful it may
be, is always subject to errors and therefore generating illusions. The biggest
mistake would be to believe that knowledge is not subject to error and the
biggest illusion would be to believe that it is possible to overcome all illusions.
Within this basic principle, the practice of interactive narration allows the
teacher to work on the issue of knowledge formation as a process and not
absolute knowledge. According to the same established example of possible
interactive narration, we would have a creation by the students that would be
an account of their trip. Certainly, by critically analyzing the letter created by
them, they would know that it does not reflect with absolute precision all the
elements that they experienced, even though it may contain a relatively large
amount of clues about how their adventure would have been.
In the same way that they could perceive the importance of this document
for someone from outside to know how the interactive narration occurred in their
classroom, they could also easily perceive that certain nuances were not faithfully
described in the document, no matter how carefully the students who
created the letter have been. In this way, when comparing it with Caminha's
letter, the teacher will find it easier to work with the idea of a historical
document, even though it is indispensable for our better understanding of the
past, it does not represent an absolute and infallible certainty of an event.
The example cited above allows the history teacher to work on the issue
of documentation, which is, in a way, the essence of historical knowledge.
Once there is the challenge that the student knows that while knowledge is
important and scientific, it is not absolute, and that the history teacher knows
that our historical knowledge came from the analysis of documents of the
most diverse types, Both principles must be closely linked to each other. If it is
impossible for the history teacher to create a scientific experiment that
reproduces some experience, as would easily occur in the areas of biology,
physics and chemistry, in interactive narration we have the possibility of the
students creating and experiencing a fictitious history, but based on reality,
where they can compare their actions with the documents they would produce,
and thus have an idea of the other side of the coin. Since the historian's work,
as a rule, always starts from the present, through documents, trying to
understand the past and not the opposite, where people from onepresent that
has passedthey are living a situation and can perceive the result of the
documents they created with the production of future knowledge about that
time.
Still within the issue of error and illusion, interactive narration allows the
teacher a new diagnostic evaluative dimension of their students. In a formal
assessment, questions can generate a list of words and concepts, which, no
matter how elaborate they may appear, can never have a practical dimension.
While the students' reaction to a simulation imagined through interactive
narration allows the teacher to see the “practical” use of those concepts. For
example, returning to Portugal without an account of the religion of the
indigenous people (because of the importance of religion at the time) or
without an account of the riches and precious metals that could be found in
this land (because of mercantilism and metalism) could be completely
inappropriate. . However, since it is not an assessment
formal, the result of the non-practical use of a concept will not be in the form of a
note, but rather in the form of an angry speech from the king (represented by the
professor) due to the fact that the navigators did not bring the information he
needed.
Still following Morrin's assumptions, we have the principles of the
relevance of knowledge. Basically the idea that knowledge must be applied to
practice, taking into account the microuniverse x macrouniverse and its
complexity. Certainly, the discipline of history, to the extent that it allows us to
think about the society around us, to understand and think about
interventions, has full capacity to fulfill each of these assumptions. However,
some specific concepts may take a few years of maturation before they can
actually be applied in the student's life, such as the issue of participatory
citizenship and critical reflection on society to generate community actions.
Interactive narration, however, allows, albeit in a simulated way, the
student to intervene in an imaginary world, thus giving the opportunity for
practical applications of knowledge that until then would only be possible at
more advanced ages. At the same time, it allows the personal experience of
experiencing a historical era. It is very common, in the field of history, for
economic, social and political models little by little to replace personal
narration, in a sensible attempt to demonstrate that history is not just in the
hands of a few people who decided the destiny of all humanity. Although such
thinking is correct with regard to the democratic formation of citizens, it can
make action within microuniverses difficult, since, especially in older times, it is
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difficult to establish a non-generalist history of everyday life. Using interactive
narration, the teacher allows the student to experience the role of a specific
character, working on the issue of microhistory, at the same time that its
reflection allows a more macro view and the establishment of models.
Morrin's third assumption is the teaching of Human Nature, in its
various facets and aspects, allowing students to reflect on their own individual
and collective existence. In a way, this item, combined with the practical issue
of the previous item, can be linked to what Zabala calls
attitudinal content. So that the applicability of interactive storytelling
techniques to achieve both objectives can be worked on together here.
By placing the student in a simulated situation through narration, the
teacher can place them in situations of moral conflict, where they can not only
argue in favor of a decision, but see the possible consequences of it. In the
activity called Cecília Sumiu (AZEVEDO, 2007) students play characters who
were hired to investigate the disappearance of Cecília, daughter of a Lord of
Engenho. During the adventure, the students discover that she did not actually
disappear, on the contrary, she helped some slaves escape and is now with
them in a quilombo, of her own free will. At the moment this discovery is
made, the overseer accompanied by some bush captains discover the
quilombo and Cecília's whereabouts. It is then up to the students to decide the
actions of their characters, which can range from trying to mediate the
situation by avoiding a dispute, supporting the quilombo invasion, fighting to
defend the fugitives, among others. When debating among themselves about
a situation in which they have already been immersed for at least 40 minutes
of narration, a series of moral and ethical aspects are raised. In a very similar
way to what they will experience in adult life in different situations, whether in
their professional or personal lives. Having the opportunity to experience these
situations in practice and feel their possible consequences allows us to delve
deeper into the issue of knowledge of human nature, both in terms of
developing a critical or supportive attitude towards an event.
The fifth item raised by Morrin is living with uncertainty and positioning
yourself in the face of it. Traditional history teaching sometimes leaves no
room for uncertainty, as it deals with the study of the past. Even though some
specific knowledge, such as the techniques that the Egyptians used to build
their monuments, may still remain uncertain, this does not, in itself,
characterize uncertainty in the students' lives. Morrin, in his work, uses history
exactly to explain his idea of the uncertain. According to him, who would have
been able to imagine at the beginning of the world war in 1914, that it would
last for four years or that it would see a revolution?
socialism occur in Russia? Or who could have imagined that the terms that
dictated the end of the First World War would help the emergence of a second
one? Since students, when looking at the past, take the stance of an observer
who already sees the results of actions, it is difficult for them to experience the
uncertainties that people in their time had.
In a survey carried out with 100 elementary school students, in the 8th year,
between 2005 and 2006, the author of this article asked the students the main
doubt they had about the Napoleonic period. The most frequently raised doubt, by
around 30% of the students, was the lack of understanding of what would have led
Napoleon to want to attack Russia even in winter, since he should have already
known that this would lead to an almost certain failure. It is common for us to
attribute current knowledge and values to historical characters, making it difficult
to understand their actions.
The interactive narration technique, by placing the student experiencing
a historical character, allows them, before knowing the consequences of their
actions, to make decisions based on knowledge of the time. After applying the
activity in which students played Napoleon's assistants, practically everyone
advised him to quickly invade Russia to increase his power. In this way
demonstrating that there was a logic behind the French leader's actions.
Regardless of Napoleon's specific question, we realize that interactive
narration, by placing the student in the role of a character immersed in a
certain situation or historical period, allows them to see as uncertainty
something that is already considered past for us, experiencing moments of
decisions and reinterpretations of the situation around them, helping them
learn to deal with similar situations when they occur in their lives.
The sixth item raised by Morrin is understanding the other. The
discipline of history plays an important role in this regard, as it introduces
students to a diversity of peoples, cultures, belief systems and societies, which
allow for the expansion of the student's cultural universe, coexistence with the
different, respect and for sometimes even admiration from the other who until
then was unknown to him. Although there are a series of elements of this
discipline that allow us to work with the issue of otherness, interactive
narration also expands the possibilities here.
Through the interactive narration technique, the student can not only
understand the other, their culture, their beliefs, studying them from the
outside, but they can also participate in the narration by interpreting the other,
therefore having a character immersed in another culture. In this way we have
an experience much more similar to the practice of that culture, where the
student in a certain way becomes the other, experiencing situations that that
person or society experiences or experienced, thus sharing elements of this
new culture with which they are now in contact. . Literature and cinema
already had, in a way, this ability, by allowing the reader/viewer to have a
deeper insight into the thoughts and feelings of a given character, and to see
the story from a particular point of view. Interactive narration, by introducing
interaction and allowing the student to make their own decisions within the
story, exponentially deepens this power, since they will not only see the actions
and justifications through the explanation from a particular person's point of
view, but also from From an initial situation created, the student himself will
need to make his own decisions and verify their consequences according to the
teacher's planning.
According to Morrin, this otherness would need to develop in two
aspects, one more objective and intellectual, and the other more subjective
and emotional. In a way, according to Zabala's division, one step would be to
know what is different by following conceptual principles (it is possible to know
an entire belief system of an Indian society, for example, knowing all the
names of the castes, their functions, their origin and its ills) another level of
knowledge would be the one that would bring about an attitudinal
transformation in the student, where he, in addition to understanding that
society as an object of study, would learn to respect it, taking an equal stance
towards it, and not of superiority. Interactive narration, by allowing the student
to experience the role of a character from another culture, facilitates the
understanding of this second dimension, where there is not only an
understanding of the other rationally, but an emotional involvement or
development of respect for them.
Finally, Morrin brings us the issue of human ethics, establishing democracy
and critical participatory citizenship as the focus of this ethics. The school
environment provides many of these experiences to the student and the
History can often be their central focus. For example, holding assemblies,
creating student groups, or even simple everyday items, such as students
voting on whether or not a fan should be turned on in the room. Although
interactive narration is not such an innovative element in this item, it allows
the teacher to work on a series of issues related to it. In the initial example
where students would play the crew of the 12 vessels of Cabral's expedition,
for example, we discuss them to make decisions. It is not possible for each of
the caravels to take a different position. Even though, historically speaking, the
moment of great navigations is not at all democratic, the discussion between
the students who represent each of the vessels can be. Their argumentation
regarding each of the possible actions in the narration and the sharing of the
consequences together, allows a series of discussions to emerge, which are the
basis for a full democratic experience.
Below are transcripts of the student discussion regarding the activity Cecília
Sumiu,previously mentioned:
Student 1: The boys want to be on the overseer's side, they only care
about the money, but we want to support Cecília's decision, I think she must be
in love with a slave and I love love stories.
Student 2: But if the issue is money, she is the daughter who owns the farm, she
could ask her father to make the payment to them saying that the foreman was the one
who started shooting while she was still with the blacks.
Student 3: Yes, but for that you would need to take her to Casa Grande, and her
father would never let her leave there again.
Student 1: It's true, it remembers what the professor taught about the
way women were treated at the time.
Student 4: She must have some jewelry with her, let's say that if she gives the
jewelry we will side with her
Student 2: Do you want a bribe? Even here in the activity you are petty,
huh.
Student 3: Yes, but what if we try to convince the overseer to pretend they
didn't find her.
Student 4: But how would you do that? I'm not going to pay him
anything.
Student 2: Let's tell her that the only way to help the slaves is to stay
with us. So we get the reward, we share it with the overseer and the father
won't even remember to capture the slaves.
Student 3 : Wait. I have an idea. What if the daughter says that she was
captured by someone else and that the slaves fought to free her? Then we can
convince the farm owner to let them go free as a reward for saving his
daughter's life.
Student 4: And we still get our reward.
Student 1: But then she won't be able to live with the slaves?
Student 2: Yes, but you can't have everything, can you? Did you want it to end like
Romeo and Juliet?
Student 1: All good. We decided.
Within the hypothetical scenario created by the teacher, the students
needed to discuss the decision they were going to make that would change the
fate of all their characters. They were emotionally connected to the story,
transposing elements of it into their own lives. When discussing, they realized
that the issue was much more about uniting ideas and proposing new actions,
through each person's contribution, than just voting on previously established
options. The subsequent discussion of these elements, mediated by the
teacher, can be much more useful for students' understanding of the true
meaning of democratic participation, than simply electing a class
representative, as we see occurring in many schools. Argumentation with
others allows the creation of new ideas and new courses of action, which are
decided collectively, even if the final result may not completely please
everyone, but there was a consensus.
Despite the advantages of using the interactive narration method, the
technique still has little practical support in the area of education. The
aforementioned NGO LudusCulturalis was closed at the end of 2009, and there
were no new RPG and education Symposiums. Currently, Educational RPG
workshops are still taking place at Centro Cultural S?o Paulo, organized by
MegaCorp in partnership with Gibiteca Henfil.
AZEVEDO, Leandro Villela de. RPG e Educa??o: A teoria e a prática em oito atividades, Publica??o online com apoio da ONG LudusCulturalis, disponível em https://www.scribd.com/doc/48836808/RPG-Educacao-Leandro-Villela-de-Azevedo-VC . Acesso em 7 de mar?o de 2011
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LIMA, Vanessa Martins de. RolePlaying Game como jogo dramático aplicado à educa??o, FAMOSP, disponível em https://www.scribd.com/doc/48951783/RPG-e-teatro-educacao . Acesso em 7 de mar?o de 2011
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MORRIN, Edgar. Seven Complex Lessons in an education for the future. Unesco Publishing, 1999
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RODRIGUES, S?nia. Roleplaying Game: e a pedagogia da imagina??o no Brasil. Bertrand Brasil, S?o Paulo, 2004
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ZABALA, Antoni. A prática educativa: Como ensinar. Armed. Porto Alegre. 1998
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ZANINI, Maria do Carmo (org). Anais do 1o Simpósio de RPG & Educa??o, Editora Devir, S?o Paulo, 2002