Title Details: | |
The historical game: games, simulations and gamification |
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Authors: |
Repoussi, Maria Makaratzis, Georgios Mavrommati, Maria |
Reviewer: |
Tsivas, Armodios |
Description: | |
Abstract: |
The present chapter refers to game-based learning in history education. We will analyze the features of computer games and examine their potential uses in historical learning. More specifically, we will examine the skills developed through playing computer games in general, the meaning of gamification of the educational process, as well as the relationship of the above with historical understanding and the development of historical thinking skills. Moreover, we will discuss the types and characteristics of computer games with historical content, as well as explore the area of historical games studies. We will also discuss the limitations of the use of computer games in history education. In addition, relevant activities will facilitate the understanding of the characteristics of computer games and their uses in the classroom.
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Linguistic Editors: |
Dimopoulou, Maria |
Graphic Editors: |
Meimaroglou, Antonios |
Type: |
Chapter |
Creation Date: | 27-12-2023 |
Item Details: | |
License: |
Attribution - NonCommercial - ShareAlike 4.0 International (CC BY-NC-SA 4.0) |
Handle | http://hdl.handle.net/11419/11952 |
Bibliographic Reference: | Repoussi, M., Makaratzis, G., & Mavrommati, M. (2023). The historical game: games, simulations and gamification [Chapter]. In Repoussi, M., Makaratzis, G., & Mavrommati, M. 2023. Digitality and history education. The digital technologies in history education [Undergraduate textbook]. Kallipos, Open Academic Editions. https://hdl.handle.net/11419/11952 |
Language: |
Greek |
Is Part of: |
Digitality and history education. The digital technologies in history education |
Publication Origin: |
Kallipos, Open Academic Editions |