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    Game-based historical learning

    Access Status
    Fulltext not available
    Authors
    Champion, Erik
    Date
    2008
    Type
    Book Chapter
    
    Metadata
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    Citation
    Champion, E. 2008. Game-based historical learning, in Ferdig, R.E. (ed), Handbook of Research on Effective Electronic Gaming in Education, pp. 219-234. US: IGI Global Publishers.
    Source Title
    Handbook of Research on Effective Electronic Gaming in Education (3 Volumes)
    Additional URLs
    http://www.igi-global.com/gateway/chapter/full-text-pdf/20088
    ISBN
    978-1-59904-808-6
    URI
    http://hdl.handle.net/20.500.11937/37492
    Collection
    • Curtin Research Publications
    Abstract

    Serious games research typically uses modified computer games as virtual learning environments. Virtual heritage projects typically aim to provide three-dimensional interactive digital environments that aid the understanding of new cultures and languages, rather than merely transfer learning terms and strategies from static prescriptive media such as books. As an intersection between the two fields, game-based historical learning aims to provide ways in which the technology, interactivity, or cultural conventions of computer gaming can help afford the cultural understanding of the self, of the past, or of others with mindsets quite different to our own. This chapter will outline the major technological, pedagogical, and evaluation issues pertinent to game-based historical learning, provide working definitions of virtual learning that may lend themselves to evaluations, and endeavor to explain how specific issues of game-based historical learning may be addressed. It will also forecast trends and suggest approaches to help focus this diverse field.

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