Game-based historical learning

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 a...

Full description

Bibliographic Details
Main Author: Champion, Erik
Other Authors: Richard E. Ferdig
Format: Book Chapter
Published: IGI Global Publishers 2008
Online Access:http://www.igi-global.com/gateway/chapter/full-text-pdf/20088
http://hdl.handle.net/20.500.11937/37492
_version_ 1848755063325982720
author Champion, Erik
author2 Richard E. Ferdig
author_facet Richard E. Ferdig
Champion, Erik
author_sort Champion, Erik
building Curtin Institutional Repository
collection Online Access
description 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.
first_indexed 2025-11-14T08:50:21Z
format Book Chapter
id curtin-20.500.11937-37492
institution Curtin University Malaysia
institution_category Local University
last_indexed 2025-11-14T08:50:21Z
publishDate 2008
publisher IGI Global Publishers
recordtype eprints
repository_type Digital Repository
spelling curtin-20.500.11937-374922017-02-27T14:43:15Z Game-based historical learning Champion, Erik Richard E. Ferdig 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. 2008 Book Chapter http://hdl.handle.net/20.500.11937/37492 http://www.igi-global.com/gateway/chapter/full-text-pdf/20088 IGI Global Publishers restricted
spellingShingle Champion, Erik
Game-based historical learning
title Game-based historical learning
title_full Game-based historical learning
title_fullStr Game-based historical learning
title_full_unstemmed Game-based historical learning
title_short Game-based historical learning
title_sort game-based historical learning
url http://www.igi-global.com/gateway/chapter/full-text-pdf/20088
http://hdl.handle.net/20.500.11937/37492