2016
DOI: 10.1177/1046878116646693
|View full text |Cite
|
Sign up to set email alerts
|

Teaching History With Digital Historical Games

Abstract: Background: Writing about the theory and best practices of using history-themed video games in the classroom stretches back at least to the 1980s. However, the literature on the subject is scattered, making it difficult for history educators considering the use of historical games. Purpose: This article provides an introduction for history educators to the use of computer-based historical games in history education. In this article, I provide differing definitions for types of historical games and discuss the … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
32
0
4

Year Published

2018
2018
2023
2023

Publication Types

Select...
5
5

Relationship

0
10

Authors

Journals

citations
Cited by 80 publications
(48 citation statements)
references
References 24 publications
1
32
0
4
Order By: Relevance
“…The idea of using video games in teaching history, then, is significant The story telling parts of video games can be utilised in order to foster social education with learning by reflection, letting the learners become active participants in history rather than simply remaining observers (Gilbert, 2019: 112). Simulations, such as the games already discussed have been described by some, such as Wright-Maley (2015: 67), as 'pedagogically mediated', in that they have been moulded by the experts consulted in order to be used as educational aids; although the definitions between historical game and simulation are debateable and complex (Schut, 2007;McCall, 2016). It is this use as a pedagogic resource which has now resulted in literature identifying frameworks for their use and best practice so that historians can begin the uptake of these games in their teaching (McCall, 2016; Metzger and Paxton, 2016).…”
Section: The Potential Of Video Games In Teaching Historymentioning
confidence: 99%
“…The idea of using video games in teaching history, then, is significant The story telling parts of video games can be utilised in order to foster social education with learning by reflection, letting the learners become active participants in history rather than simply remaining observers (Gilbert, 2019: 112). Simulations, such as the games already discussed have been described by some, such as Wright-Maley (2015: 67), as 'pedagogically mediated', in that they have been moulded by the experts consulted in order to be used as educational aids; although the definitions between historical game and simulation are debateable and complex (Schut, 2007;McCall, 2016). It is this use as a pedagogic resource which has now resulted in literature identifying frameworks for their use and best practice so that historians can begin the uptake of these games in their teaching (McCall, 2016; Metzger and Paxton, 2016).…”
Section: The Potential Of Video Games In Teaching Historymentioning
confidence: 99%
“…Encompasses any 3D visualisation that features a heritage object or practice, whether officially recognized heritage or not, as well as historical and archaeological sites. 3D visualisations tend to focus on tangible heritage, but intangible heritage can also be displayed through motion capture (Grau & de Gruyter, 2017) and simulations, such as digital battle re-enactments (McCall, 2016). For the sake of this evaluation, visualisations that focus on archaeological, historical and heritage subjects will be collectively classed under the umbrella of heritage and the analysis will focus on the 3D visualisation of tangible heritage only.…”
Section: D Visualisation Of Heritagementioning
confidence: 99%
“…Especialmente interesante para nosotras ha sido el proyecto Proceso de Lana, en el que los docentes generaron un juego de tablero sobre la cultura artesanal peruana basándose en la producción artística de Flora Zárate y sus arpilleras, y los alumnos (la mayoría hijos de inmigrantes latinos en EEUU) participaron de una narrativa lúdica basada en el proceso de confección, distribución y venta de textiles artesanales en Perú, mezclando las condiciones históricas con mitos procedentes de la cultura andina, con el fin de generar una conciencia identitaria a través del acto de jugar (Underberg-Goode y Smith, 2018). Lamentablemente se trata de una excepción: las experiencias lúdicas en el aula para el aprendizaje de la historia emplean, por lo general, juegos ya elaborados (Corbeil y Laveault, 2011;Dennis, Smith y Smith, 2004;Kennedy-Clark y Thompson, 2011;McCall, 2016;Mugueta Moreno y Manzano Andrés, 2016;Neville y Shelton, 2010;Squire, 2004).…”
Section: Teoría Pedagógicaunclassified