Computers as theatre
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Computers, Visualization, and History: How New Technology Will Transform Our Understanding of the Past
Virtual Reality in Education: Promise and Reality
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Replaying history: learning world history through playing "civilization iii"
Replaying history: learning world history through playing "civilization iii"
Digital Game-Based Learning
Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study
Simulation and Gaming
Research Note: Narration vs. Simulation:
International Journal of Gaming and Computer-Mediated Simulations
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How may historians best express history through computer games? This article suggests that the answer lies in correctly correlating historians' goals for teaching with the capabilities of different kinds of computer games. During the development of a game prototype for high school students, the author followed best practices as expressed in the literature on games for learning. The analysis that followed led the author to question the applicability of these best practices, and this literature, to history games for learning. He began the second iteration by asking, â聙聹What is it that we as historians want to teach?â聙聺 After deciding on goals for history education, the author asked a second question, â聙聹How can these goals be best expressed in a game environment?â聙聺 Different game genres afford different possibilities, and the author connects three epistemologies for history to three computer game genres, resulting in three options for history games for learning.