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Teaching the Middle Ages through Modern Games

Using, Modding and Creating Games for Education and Impact
  • Edited by: Robert Houghton
Language: English
Published/Copyright: 2022
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About this book

Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress.

The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool.

This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Author / Editor information

Robert Houghton, University of Winchester, United Kingdom.

Reviews

"Die Aufsätze sind allesamt sehr praxisorientiert aufgebaut, positiv hervorzuheben ist auch, dass einige Autor:innen von unerwarteten Schwierigkeiten schreiben und wie sie ihnen in der Lehrpraxis begegnet sind. Der Band bietet eine insgesamt hilfreiche Sammlung von Beispielen für den Einsatz von Spielen mit Mittelalterbezug in der Lehre. Insbesondere da im deutschsprachigen Raum momentan etwas umfangreicher über den Einsatz von Spielen in der Schule gesprochen wird, stellt dieser Band mit Fokus auf die Hochschulpraxis und aus internationaler Perspektive eine sehr lesenswerte Ergänzung an Lehrbeispielen dar." Joana Hansen in: H-Soz-Kult, 13.09.2023, www.hsozkult.de/publicationreview/id/reb-130469 (02.10.2023)


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I

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V

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VII

Robert Houghton
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1
Part I: The Educational Impact of Games

Eve Stirling and Jamie Wood
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29
Part II: Teaching through Commercial Games

Mike Horswell
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47

David DeVine
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69

Ahmet Erdem Tozoğlu and Mehmet Şükrü Kuran
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87
Part III: Creating Educational Games

Klio Stamou, Anna Sotiropoulou, Phivos Mylonas and Yorghos Voutos
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113

Owen Gottlieb and Shawn Clybor
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131

Courtnay Konshuh and Frank Klaassen
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155
Part IV: User Modification as Learning Practice

Erik Champion, Terhi Nurmikko-Fuller and Katrina Grant
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175

Robert Houghton
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201

Frank Klaassen
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229
Part V: Games beyond the Classroom

Mariana López, Marques Hardin and Wenqi Wan
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249

Robert Houghton
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279

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299

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303

Publishing information
Pages and Images/Illustrations in book
eBook published on:
October 24, 2022
eBook ISBN:
9783110712032
Hardcover published on:
October 24, 2022
Hardcover ISBN:
9783110711967
Paperback published on:
June 17, 2024
Paperback ISBN:
9783111521374
Pages and Images/Illustrations in book
Front matter:
7
Main content:
306
Illustrations:
20
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