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Teaching History With Digital Historical Games

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  • Jeremiah McCall

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.

Suggested Citation

  • Jeremiah McCall, 2016. "Teaching History With Digital Historical Games," Simulation & Gaming, , vol. 47(4), pages 517-542, August.
  • Handle: RePEc:sae:simgam:v:47:y:2016:i:4:p:517-542
    DOI: 10.1177/1046878116646693
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    References listed on IDEAS

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    1. Kimberly Weir & Michael Baranowski, 2011. "Simulating History to Understand International Politics," Simulation & Gaming, , vol. 42(4), pages 441-461, August.
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    3. Trevor Owens, 2011. "Modding the History of Science: Values at Play in Modder Discussions of Sid Meier’s CIVILIZATION," Simulation & Gaming, , vol. 42(4), pages 481-495, August.
    4. David Crookall, 2010. "Serious Games, Debriefing, and Simulation/Gaming as a Discipline," Simulation & Gaming, , vol. 41(6), pages 898-920, December.
    5. Pierre Corbeil, 2011. "History and Simulation/Gaming: Living With Two Solitudes," Simulation & Gaming, , vol. 42(4), pages 418-422, August.
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