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Digital Entertainment Gaming as a Site for (Informal) Historical Learning? A Reflection on Possibilities and Limitations

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History Education in the Digital Age

Abstract

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.

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Correspondence to Pieter Van den Heede .

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Van den Heede, P. (2022). Digital Entertainment Gaming as a Site for (Informal) Historical Learning? A Reflection on Possibilities and Limitations. In: Carretero, M., Cantabrana, M., Parellada, C. (eds) History Education in the Digital Age. Springer, Cham. https://doi.org/10.1007/978-3-031-10743-6_9

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  • DOI: https://doi.org/10.1007/978-3-031-10743-6_9

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-10742-9

  • Online ISBN: 978-3-031-10743-6

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