“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 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.

Publication Details

Journal
SHILAP Revista de lepidopterología
Published
2024-12-01
DOI
https://doi.org/10.17471/2499-4324/1399
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

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

1 citations
SHILAP Revista de lepidopterología
Educational Games and Gamification
0.79
article

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

article en
1 citations

Abstract

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.

SHILAP Revista de lepidopterología
Quality Education
Openalex Percentile: Top 20%
Educational Games and Gamification
0.79
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