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›Assassin’s Creed‹ in the Classroom : History’s Playground or a Stab in the Dark? / ed. by Erik Champion, Juan Francisco Hiriart Vera.

Contributor(s): Material type: TextTextSeries: Video Games and the Humanities ; 15Publisher: München ; Wien : De Gruyter Oldenbourg, [2023]Copyright date: ©2024Description: 1 online resource (VI, 265 p.)Content type:
Media type:
Carrier type:
ISBN:
  • 9783111250724
  • 9783111253473
  • 9783111253275
Subject(s): DDC classification:
  • 794.8/5 23/eng/20240117
LOC classification:
  • LB1028.75
Other classification:
  • online - DeGruyter
Online resources: Available additional physical forms:
  • Issued also in print.
Contents:
Frontmatter -- Contents -- Introduction: History’s Playground or a Stab in the Dark? -- Chapter 1 Historical Video Games and Teaching Practices -- Chapter 2 Discovery Tour Curriculum Guides to Improve Teachers’ Adoption of Serious Gaming -- Chapter 3 Christian Vikings Storming Templar Castles: Anachronism as a Teaching Tool -- Chapter 4 Ludoforming the Past: Mediation of Play and Mediation of History through Videogame Design -- Chapter 5 Exploring History through Depictions of Historical Characters in Assassin’s Creed Odyssey -- Chapter 6 Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour -- Chapter 7 The Discovery Tour as a Mediated Tool for Teaching and Learning History -- Chapter 8 Discovering the Past as a Virtual Foreign Country: Assassin’s Creed as Historical Tourism -- Chapter 9 Classical Creations in a Modern Medium: Using Story Creator Mode in a University Assignment -- Chapter 10 Assassin’s Creed @ The Carlos: Merging Games and Gallery in the Museum -- Chapter 11 From the Sketchbook to Assassin’s Creed Valhalla: An Experiment in Architectural Education -- Chapter 12 Assassin’s Creed As Immersive and Interactive Architectural History -- List of Contributors -- Index
Summary: The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
Holdings
Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9783111253275

Frontmatter -- Contents -- Introduction: History’s Playground or a Stab in the Dark? -- Chapter 1 Historical Video Games and Teaching Practices -- Chapter 2 Discovery Tour Curriculum Guides to Improve Teachers’ Adoption of Serious Gaming -- Chapter 3 Christian Vikings Storming Templar Castles: Anachronism as a Teaching Tool -- Chapter 4 Ludoforming the Past: Mediation of Play and Mediation of History through Videogame Design -- Chapter 5 Exploring History through Depictions of Historical Characters in Assassin’s Creed Odyssey -- Chapter 6 Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour -- Chapter 7 The Discovery Tour as a Mediated Tool for Teaching and Learning History -- Chapter 8 Discovering the Past as a Virtual Foreign Country: Assassin’s Creed as Historical Tourism -- Chapter 9 Classical Creations in a Modern Medium: Using Story Creator Mode in a University Assignment -- Chapter 10 Assassin’s Creed @ The Carlos: Merging Games and Gallery in the Museum -- Chapter 11 From the Sketchbook to Assassin’s Creed Valhalla: An Experiment in Architectural Education -- Chapter 12 Assassin’s Creed As Immersive and Interactive Architectural History -- List of Contributors -- Index

restricted access online access with authorization star

http://purl.org/coar/access_right/c_16ec

The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Issued also in print.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 02. Jun 2024)