

Demonstrate their ability to work independently ĥ. Demonstrate their ability to analyse, synthesise and precis secondary and primary literature and objects Ĥ. The online reading program is packed with hundreds of interactive reading activities, online children’s books and literacy games. Demonstrate their ability to present ideas in written work in both essays and in smaller assignments, as well as critically reflect on their work and the development of their transferrable skills.ģ. ABC Reading Eggspress makes reading real books, improving spelling skills and building reading comprehension highly engaging for kids aged 713. Be able to historicize, analyse and deconstruct a range of play productsġ.Effectively communicate ideas and arguments.Ģ. Recognise how the history of play and leisure relates to issues of gender, class and raceĥ. Demonstrate a critical understanding of historical game studies theoryĤ. Demonstrate the ability to critically analyse modern technological media from a cultural and historical perspectiveģ. Demonstrate awareness of the key themes, debates and issues regarding the history of play and recreation in the United States of America in the twentieth century and beyondĢ. On successfully completing the module students will be able to:ġ. The intended subject specific learning outcomes. See the library reading list for this module (Canterbury) Learning outcomes John Wills (2019) Gamer Nation (Johns Hopkins UP) Michael Newman (2017) Atari Age (MIT Press)Ĭarroll Pursell (2015) From Playgrounds to Playstation (Johns Hopkins UP) John Kasson (2003) Amusing the Million (Hill & Wang)Ĭarly Korucek (2015) Coin-Operated Americans (Minnesota UP) Johan Huizinga (1938 ) Homo Ludens (Angelico) Justine Cassell & Henry Jenkins (2001) From Barbie to Mortal Kombat (MIT Press)Īdam Chapman (2018) Digital Games as History (Routledge). Judith Adams (1991) The American Amusement Park Industry (Twayne) Total study hours = 300 Method of assessment The interdisciplinary module draws on literature from (Historical) Game Studies, Media Studies, Cultural Studies and Cultural History. Through the lens of modern video games, sessions tackle how the frontier West, the Cold War, and the War on Terror have all been 'gamified.’ Through project work, it encourages students to dissect the presentation of America and American history in specific game products, and tackle some of the myriad problems with ‘playing the past’. The module also explores how 'play’ and 'games’ can be seen to shape popular views of history and the past. Play is explored through its relationship with matters of class (1890's Coney Island and segregated amusements), race (African-American Jackie Robinson as the first Major League baseball player in the 1940s), and gender (the 1950’s Barbie Doll). It encourages students to reflect on the deeper meanings behind the practice of play by engaging with significant theoretical discussions (such as Huizinga's magic circle, or Chapman's (hi)story-play-space). The module pays keen attention to the interface of technology with the emergence of mass consumption, modern media, increased leisure time and shifts in family life in a US setting. This module explores the history of play in the United States of America across the twentieth and twenty-first centuries.
