Game Based Learning: Teaching History with Video Games

Game Based Learning: Child Sits in Front of TV Holding Game Controller and Playing Video Games

Game Based Learning: Re-Energizing the Study of History with Video Games

Samantha Matalone Cook, MAT

Game Based Learning in the Classroom and Beyond

It’s no secret that our family is a gaming family. Board games, video games, role-playing games, you name it, we play it. In many of the workshops I have given over the years, I’ve pointed out that using game based learning can be a wonderful catalyst to academic subjects. I’ve used games to introduce, connect, or reinforce concepts. Previously, I’ve used games as a strewing technique to gauge interest in an idea. Often, I’ve used games to branch out into new knowledge and skills. I’ve even made games with my students.

In this article, though, I want to focus on video games. Video games are often the least understood and utilized option in education, but have extremely high engagement and many benefits. If you are looking to re-energize your study of history, you may want to consider playing some video games!

Benefits of Video Games for Learning

Video games have a lot going for them, such as enhancing hand-eye coordination, strategic and creative thinking, and social cooperation. The awesome benefits of playing video games could be a full article on its own. But if we focus on history and the catalyst that video games can provide between a student and this subject, some very specific opportunities come to light.

There’s a story I have told in a few workshops and keynotes about my favorite example of a video game sparking an interest in history. It involves my middle child, as he was entering adolescence. To be frank, not much seemed to be of interest to him at all, much less history. He was deep into his cocooning, a phase in which many teens withdraw as they cope with this developmental transition. Gaming, however, was one of the few things that remained consistent and a source of connection. So, we played games. Lots of games. One of those games was a video game called Assassin’s Creed

Assassin’s Creed is an open-world action-adventure stealth video game. In an open-world game, players freely explore a virtual world and pursue objectives without strict, pre-determined pathways or required actions. The game features a combination of historical fiction, science fiction, and real historical events and figures. There are about 24 games in the Assassin’s Creed franchise, and while the storyline varies for each of them, there is a consistent thread throughout them all: a long-term struggle for peace between the Assassins and the Templars. Each of the games is set in a different historical time period, and this is where my son and I first found common ground.

Game Based Learning: Person holds Nintendo Switch While Sitting

Approaches to Game Based Learning: Passive and Active Methods

There are two different approaches I take with games of any kind when connecting them to a subject: passive and active.

Passive:  Letting the student get what they need out of the game, and letting the game teach in the way it is designed.

I often start this way because it gives me helpful information without turning the video game into a lesson right away, which can discourage many kids. If I am strewing the game to find out if the subject matter is an interest of my student, I might stop there if no interest is shown. If it is a subject I am going to be covering regardless, the game often serves as my opening hook to draw them in and start a conversation. I then take an active approach to the game.

Active:  Surveying the history presented for accuracy, studying historical figures, events, or groups individually, analyzing the plot and virtual world created in the game, and looking for other subjects that are deeply tied to the history in the game.

Note that even while actively approaching the game, the game is still passively teaching. An example can be seen as follows.

Case Study: Learning History Through Assassin's Creed III

The first version of Assassin’s Creed my son and I played together was Assassin’s Creed III, set around the American Revolution. At first, we simply played the game and had conversations about strategy, the characters, the setting, etc.

This passive approach allowed us to get a sense of gameplay and become comfortable with the setting. My son soon became interested in several elements in the game. He liked the visual style of the main character, so he learned about cosplay, learning to sew and make the props. I began pointing out what was accurate and what wasn’t about the American Revolution, which turned into a longer-term study of people and events of the 18th century.

I want to point out that doing this even just once gave him the tools to examine other time periods: knowing what to look for, what questions to ask, and how to research. It set a foundation that he has built on with each subsequent game he plays and historical period he studies.

The spectacular visual world created in the game also got him interested in art and architecture, which he has studied both historically and as a drawing form. Finally, this (and many other games) sparked a continuing interest in game design and development. He’s taken several classes on the subject as a result.

In all, this experience left us wanting more and we have since used many other games as a bridge to exploring academic subjects. Every time there are similarities in the way we study the history and differences that are specific to the game.

As he has gotten older and defined some long-term academic goals for himself, we have expanded our use of writing and projects about games in a more formal way. I’m in my last year of homeschooling this teen and he happens to enjoy Norse mythology and history which coincides with the release of the latest Assassin’s Creed game: Valhalla, so I recently rearranged our plans so we could immerse ourselves one more time.

This is just one of many games and game franchises I’ve used over the years with both my own kids and students from my classes. There are many options for every level of age and ability, and every gaming platform available.

While I have focused in this article on games that already employ a historical setting, don’t forget that even non-historical games can be used to tie in the history of an interest. For example, I once helped a student create a “History of Batman and Robin” project (that included a history of superhero gadget design!) based on their love of the Lego Batman video game. 

A man in a black shirt playing video games on a computer
Person playing video games on a computer

Practical Tips for Integrating Video Games into Education

Again, you can use game based learning through video games in a myriad of ways to explore academic subjects. Here are some simple reminders:

  • Use the game as a hook to introduce a time period, either for study or to observe interest.
  • Invest in learning about the time period and make a list or chart of what is historically accurate and what is not. 
  • If the storyline appeals to your learner, find out if any franchise books or fan fiction has been written to accompany the game. If not, or in addition, find appropriate historical non-fiction or fiction to add to your study of history.
  • Try drawing and painting in the style of the game, or use an online program to develop their own game, if the art and visual game design attracts your learner. They can also study the art history of the time period to find influences on the game.
  • Speaking of their own game, learners may want to do a project in which they re-imagine the game they are playing or be challenged to change it so that it is historically accurate. They could also design an entirely new game according to how they would have created it. 
  • Cosplay, map-making, prop-building, figurine painting, and other forms of making and craft are legitimate, kinesthetic ways to connect learners to the story, and therefore the history. 
  • If your learner is not interested in history, find something else about the game that appeals to them first. Maybe it’s strategy, or building, or the characters. Whatever it is, start there and work up to exploring the history.
  • You can also begin with the games they are already interested in. Perhaps it’s a certain genre of games or it’s a game that all their friends are playing, but you can find a bit of history in any game and build up their interest before introducing games that are more history centered. 
  • Some games are about a general time period and some are about a specific event or person. Choosing games based on what they cover can be strategic and useful. 
  • Some games have educational options to enhance your study of history. For example, Assassin’s Creed has both a Story Creator Mode, which allows you to create your own narratives in the game, and Discovery Mode, which allows you to explore the virtual world they have created without gameplay. Another example is Minecraft, which has an education program, but also has historical mods you can download and add to your regular gameplay. 
  • Many of the video games based on history involve conflict and war, though there are a some that do not. Some video games have educational components that let you bypass battles. Regardless of which games you choose to explore, I recommend having discussions with your learner around the themes found in video games, which is another bridge to understanding history.
  • If you have a VR gaming system, there are some terrific new options continuing to develop that offer an immersive experience of historical settings and storylines!
  • While you don’t necessarily need to play the video games yourself, you should at least spend some time watching your student play and talking about the game. It can also bring a wonderful new dimension to your relationship with your child. Investing the time to learn about and embrace your child’s passions is an expression of love, support, and understanding. In my experience, what follows is an openness to possibilities for both parent and child. 
Man and woman sit on the couch with a child holding video game controllers

Recommended Video Games for Game Based Learning

Below are some other favorite video games to explore history. This is by no means a complete list, and neither is this list on Wikipedia, but it is meant to get you started thinking about how you can incorporate video games into your student’s study of history. I’ve given a general age range, but every learner is different in ability and sensitivity, and every family has their own boundaries on elements such as strong language, violence, and sexual themes. If you are unsure about a game, I suggest you read reviews, such as those on Common Sense Media and have an open dialogue with your student about what games they would like to play and how you will approach more mature themes.

Minecraft and Minecraft Education (all ages)
One of the most popular games in the world, Minecraft has a few options. There are mods that have historical elements to them that you can download and add to your gameplay. You can also get lesson plans from Minecraft Education that are specifically designed to teach history. Minecraft also has the benefit of having multiple players in the same world, making collaboration possible. 

Spore (all ages)
I included this game because I’ve used it several times to teach evolution in a prehistory unit. Kids love determining the fate of their creatures through the five stages of evolution: cell, creature, tribe, civilization, and space. Spore is a terrific way to connect science and history.

When Rivers Were Trails and Never Alone (all ages)
When Rivers Were Trails is a game similar to Oregon Trail, in which a member of the Anishinaabeg is displaced from their traditional lands in Minnesota during the late 19th century and heads west to California. Never Alone (Kisima Ingitchuna) is the journey of an Iñupiat girl (Alaska Native) and an arctic fox as they encounter obstacles while trying to save the girl’s village. Both games were created by and/or in collaboration with Indigenous contributors.

Civilization (middle school and up)
Sid Meier’s Civilization has captivated players for years and remains one of the best strategic historical games. The basic concept is that you attempting to build an empire that will last. Beyond the foundation game, there are also expansions you can purchase for extended and more complex play.

Hearts of Iron (middle school and up)
There are several versions of this, but my son’s favorite is Hearts of Iron IV, which and allows you to take command of any country in World War II. This game is high in strategy and critical thinking and explores the idea of alternate history.

Banner Saga (middle school and up)
Banner Saga is a Nordic role-playing game trilogy; the story builds based on your choices actions as you try to save your people.

Imperator Rome (middle school and up)
In this game, students immerse themselves in building the Roman Empire, exploring culture, politics, geography, deities, and conquests.

Ancestors: The Humankind Odyssey (middle school and up)
For students who want a more intense experience of guiding human evolution, Ancestors: The Humankind Odyssey allows players to evolve their clan to the next generation, building on adaptations and mutations for survival.

Europa Universalis IV (high school and up)
Another empire building game that uses strategy and creativity. Europa Universalis IV has multiple expansions available, set in different parts of the world.

Total War (high school and up)
The Total War sagas  focus on a specific time period or region, while players immerse themselves in the story through strategy, diplomacy, and action.

Assassin’s Creed (high school and up, possibly middle school and up)
Depending on your comfort level, this game could be played by students in middle school, but it is rated M (for Mature, 17+). The older games are less realistic than the more recent versions, and each version takes place in a different time period and part of the world. Assassin’s Creed also has, as mentioned above, both a Story Creator Mode, which allows you to create your own narratives in the game, and Discovery Mode, which allows you to explore the virtual world they have created without gameplay. The Discovery Mode has no battle or quests, just the environment.

Woman sitting in wheelchair holding video game controller

Game Based Learning: Re-Energize Your Studies

Meet the Author!

Video games can be an awesome way to connect learners to a myriad of subjects and re-energize your studies. While video games may not be the conventional choice in studying history, it is a fun, engaging, and multidimensional way of studying the past that will delight many learners. They may ignite, or re-ignite, an interest in history for your student!

samantha matalone cook, about us, seahomeschoolers.com

Meet the Author!

Samantha Matalone Cook, MAT, is an educator, historian, writer, maker, and speaker. She has almost three decades of experience in education and program development, and has worked with both small and large organizations to create educational programming that centers and connects the learner to concepts and skills. Her experience includes teaching in classrooms and in private workshops, mentoring other educators, and working for and with many museums including the Smithsonian. She also finds new adventures and manages mischief every day with her two teens and one preteen, all home educated; the oldest of whom has fledged to college. Currently, her favorite games are The Quiet Year, Talisman, Code Names, Azul, Minecraft, Assassin’s Creed: Valhalla, The Legend of Zelda: Breath of the Wild, Moss, and Beat Saber. 

To see her past and current projects, including her blog, her book on Project-Based Learning, her Harry Potter-themed book studies, Pandia Press History Odyssey curriculum, and her course offerings through SEA Online Classes, please visit www.samanthamatalonecook.com





Choosing an Educational Game

Game

Choosing an Educational Game

If you decide that educational games might be useful for your child, it might seem like there are way too many things to consider. How popular they are, what themes and subjects to focus on, how recommended they are and so on. And while there are a lot of educational games out there, I hope I can help you narrow down your options — not based on what the games seem like on the surface, but on what type of learning your child will experience when they’re playing.

What is your Child Actually Doing while Playing?

One of the most important things to keep in mind is what your child will actually be doing when they play a game. A lot of educational products have rewarding elements like character customization, pets, apartments, etc., but obviously this shouldn’t be where your child is spending all their time in a game. So it’s good to ask: Are they spending their time problem-solving? Are they engaging deeply on educational subjects? Not just memorizing content, but actually participating in it?

The following story illustrates this quite clearly:

“A teacher once told me that for a fourth-grade unit on the Underground Railroad he had his students bake biscuits, because this was a staple food for runaway slaves. He asked what I thought about the assignment. I pointed out that his students probably thought for forty seconds about the relationship of biscuits to the Underground Railroad, and for forty minutes about measuring flour, mixing shortening, and so on. Whatever students think about is what they will remember.” (Willingham)

Of course, if the teacher’s goal is to practice measuring and cooking, that’s great.  But if their goal was learning about the Underground Railroad, they fell short.  This is because of the key concept: “Memory is the residue of thought.”  This is one of the biggest takeaways from Willingham’s book, “Why Don’t Students Like School: A Cognitive Scientist Answers Questions About How the Mind Works and What It Means for the Classroom,” which I highly recommend!

So with any material, consider what your child is actually going to be thinking about. What are they going to spend time doing? Because that’s what they’re going to get out of it.

Lower-Order Practice vs. Higher-Order Conceptual

I generally categorize educational games into two groups: Lower-Order Practice and Higher-Order Conceptual Learning. Both have their functions in a child’s learning, so let’s take a closer look:

Lower-Order Practice

Lower-Order Practice is the kind of learning where children answer questions and practice remembering content, but don’t actually learn the concepts or do anything particularly unique with them. For example, a child has to be taught how to do the math problem before they do a math-themed version of this type of game. A Lower-Order Practice game isn’t great for learning the content for the first time or helping them understand the concepts behind it.

And we’ve all seen this type of activity before: glorified worksheets with better-than-average behavioral and motivational science behind them.

I use the term Lower-Order in reference to Bloom’s Taxonomy of educational goals. In Lower-Order Practice games, the activities take place in the lower half of thinking skills:

  • Remember what they’ve learned by recognizing and recalling information;
  • Understand by classifying, comparing, or other activities;
  • Apply by using what they’ve learned on other problems, sometimes in new contexts or slightly harder examples.

I should emphasize that there’s nothing inherently wrong with Lower-Order Practice, because we do need to practice these skills and be able to memorize information. All the hype about how we don’t need to memorize information anymore because we can look everything up on Google is just that — hype.

Math is an easy way to explain why this is important: in general, people can only hold 5-9 items in working memory at a time. Therefore, if you don’t memorize your times tables by the time you get to algebra, it’s hard to have to constantly pause in the middle of solving a problem to do multiplication, as you end up dropping items out of your working memory. In the exact same sense, we can’t perform higher-order thinking skills like creating, connecting points, and being creative unless we already know the basics. So there’s definitely a need for practice and repetition to make sure the basics are mastered.

This form of educational gaming works well across several types of devices: mobile, tablets, and computers, though most Lower-Order Practice games are apps or web-based for quick, in-and-out sessions lasting for a relatively short period of time. For example, the games available at Coolmath.com, Funbrain.com, and ABCya.com are largely simple practice games. I’ve had teachers tell me that these types of games generally retain their students’ interest for about 10 minutes.

Higher-Order Conceptual Learning

Games with Higher-Order Conceptual Learning use systems, problem-solving, and more in-depth types of gameplay to help the player develop a strong conceptual understanding, and they often use a constructivist approach to learning.

These type of games really take advantage of the power of what games can do, with potentially open-ended systems that let players experiment and get a much better, deeper understanding.

So in Bloom’s Taxonomy, Higher-Order Conceptual Learning has children:

  • Analyze by differentiating, organizing, and attributing as players problem-solve;
  • Evaluate by checking and judging to make decisions;
  • Create to generate hypotheses, plan, design, and produce solutions.

For example, in our game, Tyto Online, players engage in an ecosystem-building Sandbox. They use the basics they’ve learned to analyze their ecosystem, evaluate the evidence to decide what’s causing issues (like, “Why are my jackrabbits dying so quickly?!”), generate a hypothesis (“They have too many predators, or not enough food”), and then produce a solution. Players go through an engaging, iterative cycle of problem-solving and the scientific method constantly during gameplay.

Some of my favorite examples of Higher-Order math games include Motion Math’s games where children do conceptual activities like exploring a number line at various scales; and Dragonbox Learning, where players start by developing the concepts of algebra with balancing puzzles, and then work their way into replacing the symbols with letters and numbers until they’re solving full algebraic equations in the game.

There are even educational games that can enable types of learning that are difficult or impossible to do in real life as a child: build a spaceship with Kerbal Space Program, play with the universe’s physical variables with Universe Sandbox, or create an ecosystem from scratch with Tyto Online.

Session times in Higher-Order educational games are often a lot longer, depending on the game and what your child is exploring. Therefore it makes more sense to use computer installed games or tablets, or at least a setup where your child will feel comfortable playing for 30-60 minutes instead of 10.

Conclusion

For the practical side of timing and devices, consider:

Are you going for “instant” or “active” gaming? One of the most helpful workshops I attended divided mobile & tablet gaming into “instant gaming,” and computer & console gaming into “active gaming.”

  • Instant Gaming: on mobile devices, educational games are grab-and-go, and session times often average only 5 minutes. This can be great for quick reinforcement or other activities.
  • Active Gaming: on consoles or computers, the act of getting set up to play the game can take as long as the entire Instant Gaming experience! Therefore, these sessions are usually much longer and made for replayability, sometimes hours, and can be great for deeper and conceptual learning as players experiment, iterate, and create during their gameplay.

And finally, to assess if a game is right for your child, the main thing I would suggest is:

Consider the outcome you want and compare it to what your child will actually spend their time doing in the game. Are you using the game for practice and review? Do you want to help develop conceptual understanding? Do you want to improve their “21st Century skills,” like problem-solving and collaboration? Does the game help them reach that outcome?

There’s no “one size fits all” approach when it comes to knowing if an educational game is right for your child with so many options out there that fill many different potential needs. While we mainly focus on developing Higher-Order thinking with Tyto Online, we’ve also built in repetition and opportunities for children to understand the basic knowledge they need in order to get the full experience of the game.

To read more about the learning mechanics we use in Tyto Online, head over to our blog post outlining our approach.

 [button link=”https://seahomeschoolers.com/tyto-online-group-buy/” type=”big” newwindow=”yes”] Tyto Online Group Buy[/button]

Find out more:

Immersed Games (the studio): www.immersedgames.com

Tyto Online (the game): www.tytoonline.com

Lindsey Tropf’s personal twitter: @ltropf

About the Author

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Lindsey Tropf, Founder & CEO of Immersed Games, was a doctoral candidate at the University of Florida in School Psychology, with a specialization in Program Evaluation and a Minor in Research & Evaluation Methodology, with expertise in data-based decision making. Her background has led to an expertise in teaching & learning, children’s development, social-emotional health, behavioral management, and executive functions. She now works on strategy and vision, product development, business development, marketing, and anywhere else she is needed at Immersed Games.