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Gaming the Industrial Revolution. Participatory design with historical data for classroom learning

Hiriart, Juan; Litvine, Alexis; Bowman, Nathan

Authors

Alexis Litvine



Abstract

Industrial Re:evolution is an educational game developed by a collaborative team of educators, historians, game designers, and developers. The game allows students to hypothesise about the underlying causal mechanisms of the Industrial Revolution while managing population and resources across 19 discrete regions in England and Wales from 1600 to 1851. The game was developed through a series of participatory workshops, which led to a gameplay concept based on a comprehensive model of the Industrial Revolution, centred on key theoretical frameworks. Through role-playing, problem solving, and in-class discussions, students are encouraged to explore various factors that contribute to the Industrial Revolution and their interdependencies. It helps them develop a deeper understanding of the intricate relationships between different causal factors, improving their ability to explain and analyse complex historical events, and promoting quantitative skills. The game is an open-ended historical simulation based on state-of -the-art research, providing students with the opportunity to interact with real historical data. To enhance classroom implementation, the game is provided with structured activities, lesson plans, student booklets, and multimedia materials, while an online platform will eventually offer a community for educators to share best practices. This study describes the design choices and development of the game.

Citation

Hiriart, J., Litvine, A., & Bowman, N. (in press). Gaming the Industrial Revolution. Participatory design with historical data for classroom learning. . https://doi.org/10.34190/ecgbl.18.1.2712

Conference Name 18th European Conference on Games Based Learning
Conference Location Aarhus
Start Date Oct 2, 2024
End Date Oct 4, 2024
Acceptance Date Jul 1, 2024
Online Publication Date Oct 7, 2024
Deposit Date Oct 21, 2024
Publicly Available Date Oct 22, 2024
Volume 18
Pages 551-560
DOI https://doi.org/10.34190/ecgbl.18.1.2712
Keywords Educational Technology, Gamification, Historical Learning, Educational Game Design, Participatory Design
Publisher URL https://papers.academic-conferences.org/