The Gaming Revolution in History Education: The Practice and Challenges of Integrating Game-Based Learning into Formal Education
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This study conducts a comprehensive literature review to explore the potential and challenges of integrating game-based learning (GBL) into formal history education. Given the increasing interest in the educational value of games, this review systematically examines academic research published over the past fifteen years. The analysis focuses on two major themes: (1) the development and theoretical underpinnings of history-related game-based learning, and (2) the difficulties encountered when implementing GBL in formal education systems, including issues related to curriculum alignment, teacher readiness, and instructional assessment. Drawing on 118 selected high-impact publications, this review identifies both the pedagogical benefits and the structural limitations of using historical games in the classroom. The findings highlight that while game-based learning holds promise in improving students’ engagement, motivation, and understanding of historical content, its practical implementation requires careful instructional design, sufficient resources, and alignment with national educational standards. This review concludes by proposing a set of strategic recommendations to guide future integration efforts of GBL into history education. As a literature review, this study does not involve empirical data collection but rather synthesizes existing research findings to inform educational practice and future inquiry.
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History and civilization games such as Civilization can foster interdisciplinary connections, build historical reasoning, and provide perspective.
“Games such as Civilization can bring textbooks to life by immersing adolescents in decision-rich simulations that foster interdisciplinary connections, build historical reasoning, and provide perspective [53].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [53]
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Elementary Teacher Professional Development for Computer Science and Digital Game-Based Learning
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This Videogame is Just Like My Plant!
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GAME-BASED TEACHING IN HISTORY – CASE STUDY IN BULGARIAN SCHOOLS
Terzieva, V. T. (2019) · EDULEARN proceedings · doi:10.21125/edulearn.2019.1686 · Cited by 1 · see citing works
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Flagged first, then by citations
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Seddighi-Khavidak, S., Sanchez, B. N., Chan, S. S. K., & Le-Chan, G. (2025) · Education Sciences · doi:10.3390/educsci16010009 · Cited by 13 · see citing works
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Global Trends and Research Frontiers in Game-Based Learning: A 2009 – 2025 Bibliometric Perspective
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- Authors
- Lai, C.-H., & Hu, P.-Y.
- Affiliations
- Chung Yuan Christian University (TW)
- Department of Information and Computer Engineering, Chung Yuan Christian University, Taoyuan City 320314, Taiwan
- Corresponding author
- Lai, Chien-Hung
- Venue
- Information
- Publisher
- MDPI AG
- Published
- 2025-06-12
- Volume
- 16
- Issue
- 6
- Pages
- 490
- ISSN
- 2078-2489 (ISSN-L)
- OpenAlex
- W4411235061
- Cited by
- 18
- References
- 138
- Citations by year
- 2026: 14 · 2025: 4
- FWCI
- 36.12
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- Locations
- Information (publishedVersion, cc-by)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Educator Training and Historical Pedagogy
- Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
- Keywords
- game-based learning, history education, curriculum alignment, teacher readiness, teaching evaluation, student engagement, student motivation, instructional design, implementation barriers
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