Teaching History With Digital Historical Games
Jeremiah McCall
Simulation & Gaming, 2016, vol. 47, issue 4, 517-542
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 importance of such distinctions for the history educator. I provide the strengths and biases inherent in the medium of computer-based historical games. Results: This article surveys best practices from the literature concerning the use of historical games in history class. The article concludes with a brief survey of potentially useful historical games.
Keywords: computer games; counterfactual history; digital games; games and learning; historical games; historical simulation games; historical simulations; history; history education; history games; history simulations; history teaching; video games (search for similar items in EconPapers)
Date: 2016
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:47:y:2016:i:4:p:517-542
DOI: 10.1177/1046878116646693
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