TY - CHAP
T1 - Digital Entertainment Gaming as a Site for (Informal) Historical Learning?
T2 - A Reflection on Possibilities and Limitations
AU - van den Heede, Pieter
N1 - Publisher Copyright:
© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2022.
PY - 2022/10/4
Y1 - 2022/10/4
N2 - 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.
AB - 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.
M3 - Chapter
SP - 165
EP - 180
BT - History Education in the Digital Age
A2 - Carretero, Mario
A2 - Cantabrana, Maria
A2 - , Cristian Parellada
ER -