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  1. Employees

Språkvelger

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Stig Martin Tobiassen

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Stig Martin Tobiassen

Educational researcher/Scientific assistant
Department of Teacher Education
Faculty of Social and Educational Sciences

stig.m.tobiassen@ntnu.no
+4795975112 BR3.061 Lysholmbygget Kalvskinnet, Trondheim
About Research Publications Teaching Outreach

About

CV

 

Work experience:

Educator, SciLMi, ILU

NTNU 

Lecturer in English, History and Social Science,

Melhus municipality

Scientific assistant eCHOing,

NTNU

 

Degrees:

Bachelor Degree in Humanities (2007)

Practical-pedagogy Teacher Education (2010)

Master Degree in History (2023)

 

Studies:

“Digital game competence in the subject of history. A study of teachers’ understandings related to digital game competence in history education, as well as an evaluation of potential effects of this approach on students’ historical consciousness.” (2023) Master`s thesis, NTNU.

Title

Assassin's Creed in a classroom setting

Abstract

Education is always evolving, and technology continues to play an important role in reshaping traditional classroom experiences. As part of this intersection of technology and education, Virtual Reality games, such as Assassin`s Creed Nexus, can be a tool to enhance historical consciousness among students. The important question is: Can a VR game truly elevate the historical consciousness of students within a classroom setting? As digital platforms become increasingly interconnected with educational practices, the application of VR introduces a new dimension to historical education. Assassin's Creed Nexus, and the other titles within the Assassin's Creed series are renowned for their detailed historical settings. Through my own studies of using Assassin`s Creed Discovery Tour in a classroom setting, the findings show that students using the traditional third person game, enhances their historical consciousness and empathy. The case study carried out as an OIP through eCHOing produced results that require further investigation into the subject of presence in a game setting. This comparative analysis aims to measure the impact of VR in contrast to third person digital history games, investigating the potential of immersive experiences through measuring presence as part of a deeper understanding of historical events and cultivating empathy among students.

Competencies

  • Digital spillkompetanse som historiedidaktisk verktøy

Research

  • Meta-Scientific Literacies in the (Mis-)Information Age

eCHOing recovery of cultural heritage through higher education-driven open innovation

eCHOIng henvender seg til universitetsansatte, studenter og organisasjoner innen kulturarv, fra et bredt spekter av relevante forskningsfelt, inkludert kulturstudier, historie, minnestudier, digitale humaniora, kulturøkonomi og programvareteknikk.

Publications

PR3A1 - Draft Methodology

Draft Methodology (guidelines on the organization of OI projects: roles of organisers, quality assessment framework and tools, quality control, practicalities, etc.)
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Teaching

Supervision

2023:

Learning Teaching week in Kea, Greece. I attended as a consultant and teacher during the workshops for the students from Norway, Italy, Greece, Bulgaria and Estonia. Active part of the consortium through eCHOing Erasmus+. 

2024:

IT2025 - Crossdisiplinary profilecourse: Digital innovation

Organized a Game Design workshop for the students of this course. 

PED6051  - Future Learning Technologies

I`m connected to this course as a moderator and teacher during workshops and seminars. 

Outreach

Assassin's Creed in a classroom setting

eCHOing conference 17tH of APRIL 2024 A hybrid event on open innovation for the cultural sector For the past two years, eCHOing has been implementing innovative methodologies to foster partnerships between Universities and the GLAM sector.

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