The Challenges of using Commercial- Off-the-Shelf Narrative Games in History Classrooms

Authors

  • Richard Eberhardt
  • Kyrie Eleison Caldwell

Keywords:

secondary education, world history, narrative games, curriculum design

Abstract

As part of an Arthur Vining Davis-funded project conducted by the MIT Education Arcade, the author designed a lesson plan for a Lynn, MA teacher’s 9th grade World History class, focused on the beginning of her World War 1 unit. This plan utilized a commercial, off- the-shelf game, The Last Express (Mechner 1997), originally developed and published for entertainment purposes. The lesson plan was developed to test the feasibility of using story- based narrative games with historical elements as a prelude to a critical writing exercise. The test was to see how students reacted to the game, both as a gameplay exercise and as a source of content, and whether students would be able make logical connections between the game and their other non-game classwork. This paper outlines the research that went into designing this lesson plan and identifies challenges educators might face bringing these games into their classrooms.

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Published

2016-01-01

Bibtex

@Conference{digra911, title ="The Challenges of using Commercial- Off-the-Shelf Narrative Games in History Classrooms", year = "2016", author = "Eberhardt, Richard and Caldwell, Kyrie Eleison", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/911}", booktitle = "DiGRA/FDG 2016 – Proceedings of the 2016 Playing With History Workshop"}