Over the past few decades, digital entertainment gaming has become very popular among a global audience of players, including a significant number of school-aged young adults. Some of the most popular digital entertainment games offer a (fictionalized) representation of historical events. This chapter offers a reflection on how digital entertainment gaming can be adopted to advance historical learning and the development of processual historical thinking skills. I do so by analyzing historical digital games as cultural artefacts embedded in a broader digitized media ecology, and digital games as integrated into formal school history curricula
Game-based learning (GBL) is an emerging field reaching new contexts. Research has reported about s...
This study intends to examine on how teachers relate to digital games as a teaching method in the su...
This study intends to examine on how teachers relate to digital games as a teaching method in the su...
Over the past 50 years the part of digital games in our everyday’s media use has consistently grown....
Over the past 50 years the part of digital games in our everyday’s mediause has consistently grown. ...
Serious games research typically uses modified computer games as virtual learning environments. Virt...
In the last decades, digital games based on historical themes or settings have become an important f...
History is very much present in children's lives through a myriad of cultural products varying from ...
This chapter examines history students' perceptions of their learning about the past through playing...
The aim of this study is to shed light on the potential historical video games have to influence stu...
The aim of this study is to shed light on the potential historical video games have to influence stu...
The aim of this study is to shed light on the potential historical video games have to influence stu...
This piece deals with the significance of computer games in the modern teaching process. The author ...
Game-based learning (GBL) is an emerging field reaching new contexts. Research has reported about s...
Game-based learning (GBL) is an emerging field reaching new contexts. Research has reported about s...
Game-based learning (GBL) is an emerging field reaching new contexts. Research has reported about s...
This study intends to examine on how teachers relate to digital games as a teaching method in the su...
This study intends to examine on how teachers relate to digital games as a teaching method in the su...
Over the past 50 years the part of digital games in our everyday’s media use has consistently grown....
Over the past 50 years the part of digital games in our everyday’s mediause has consistently grown. ...
Serious games research typically uses modified computer games as virtual learning environments. Virt...
In the last decades, digital games based on historical themes or settings have become an important f...
History is very much present in children's lives through a myriad of cultural products varying from ...
This chapter examines history students' perceptions of their learning about the past through playing...
The aim of this study is to shed light on the potential historical video games have to influence stu...
The aim of this study is to shed light on the potential historical video games have to influence stu...
The aim of this study is to shed light on the potential historical video games have to influence stu...
This piece deals with the significance of computer games in the modern teaching process. The author ...
Game-based learning (GBL) is an emerging field reaching new contexts. Research has reported about s...
Game-based learning (GBL) is an emerging field reaching new contexts. Research has reported about s...
Game-based learning (GBL) is an emerging field reaching new contexts. Research has reported about s...
This study intends to examine on how teachers relate to digital games as a teaching method in the su...
This study intends to examine on how teachers relate to digital games as a teaching method in the su...