Teaching the Middle Ages through modern games : using, modding and creating games for education and impact /
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| Format: | eBook |
| Language: | English |
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Berlin:
De Gruyter Oldenbourg,
2022.
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| Online Access: | Connect to the full text of this electronic book |
Table of Contents:
- Acknowledgements
- 1 Introduction: Teaching the Middle Ages through Modern Games
- Part I: The Educational Impact of Games
- 2 Learning About the Past Through Digital Play: History Students and Video Games
- Part II: Teaching through Commercial Games
- 3 Historicising Assassin's Creed (2007): Crusader Medievalism, Historiography, and Digital Games for the Classroom
- 4 Declaiming Dragons: Empathy Learning and The Elder Scrolls in Teaching Medieval Rhetorical Schemes
- 5 "What if you are a Medieval Monarch?": A Crusader Kings III Experience to Learn Medieval History
- Part III: Creating Educational Games
- 6 A Video Game for Byzantine History
- Akritas: Playing at the Byzantine Borders
- 7 Collaborative Constructions: Designing High School History Curriculum with the Lost & Found Game Series
- 8 The Renaissance Marriage Game: A Simulation Game for Large Classes
- Part IV: User Modification as Learning Practice
- 9 Alchemy and Archives, Swords, Spells, and Castles: Medieval-modding Skyrim
- 10 Playing the Investiture Contest: Modding as Historical Debate in the Undergraduate and Postgraduate Classroom
- 11 Game Development in a Senior Seminar
- Part V: Games beyond the Classroom
- 12 The Soundscapes of the York Mystery Plays: Playing with Medieval Sonic Histories
- 13 Beyond Education and Impact: Games as Research Tools and Outputs
- List of Contributors
- Index