“I like everything about it” - Perceived educational value of a digital gaming experience with Assassin’s Creed Odyssey: Discovery Tour

While research on videogames in education mostly focuses on demonstrating the effectiveness of Game Based Learning in a broad range of educational contexts, few studies have focused on examining in-depth stakeholders’ perceptions in the educational/teaching area concerning gaming experiences based...

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Bibliographic Details
Main Authors: Michele Sardo, Mattia Thibault
Format: Article
Language:English
Published: Firenze University Press 2024-12-01
Series:Italian Journal of Educational Technology
Subjects:
Online Access:http://ijet.itd.cnr.it/index.php/td/article/view/1399
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Summary:While research on videogames in education mostly focuses on demonstrating the effectiveness of Game Based Learning in a broad range of educational contexts, few studies have focused on examining in-depth stakeholders’ perceptions in the educational/teaching area concerning gaming experiences based on a first-person play session. To fill this gap, this study presents the results of a reflexive thematic analysis of the answers to a qualitative survey based on a gaming experience of 13 informants related to the educational field (teachers, researchers, and Master degree students). The game used in the experience was Assassin’s Creed Odyssey: Discovery Tour. The main aim was to understand their perceptions of possible uses of this digital game in formal educational contexts. Our analysis reveals the general perception of a significant overall advantage in the use of this game as an instructional tool compared to a traditional pedagogical approach. Pedagogical solutions for an instructional implementation and design, teaching interventions, critical perspectives are discussed.
ISSN:2532-4632
2532-7720