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ARTICLES

Using Civilization IV to Engage Students in World History Content

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Pages 39-48 | Published online: 16 Dec 2011

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Yoonhee N. Lee & Meina Zhu. (2022) Digital Game-Based Learning Can Develop Students’ Literacy Skills and Meet Learning Standards in the US. Computers in the Schools 39:3, pages 274-296.
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Douglas B. Clark, Emily Tanner-Smith, Andrew Hostetler, Aryah Fradkin & Vadim Polikov. (2018) Substantial Integration of Typical Educational Games Into Extended Curricula. Journal of the Learning Sciences 27:2, pages 265-318.
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Scott Alan Metzger & Richard J. Paxton. (2016) Gaming History: A Framework for What Video Games Teach About the Past. Theory & Research in Social Education 44:4, pages 532-564.
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Articles from other publishers (23)

Robert Houghton. (2023) Awesome, but Impractical? Deeper Engagement with the Middle Ages through Commercial Digital Games. Open Library of Humanities 1:1.
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Léa Martinez, Manuel Gimenes & Eric Lambert. (2022) Entertainment Video Games for Academic Learning: A Systematic Review. Journal of Educational Computing Research 60:5, pages 1083-1109.
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Vincent Boutonnet & Marco Barroca-Paccard. (2022) Simulation des changements climatiques dans Civilization VI Gathering Storm. VertigO:Volume 22 Numéro 1.
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Benjamin E. Zeller. (2022) “American Wise Men Discover the Secret of Religion”: Religious Content in the Civilization Computer Game Series . The Journal of Religion and Popular Culture 34:1, pages 37-52.
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George P. Pavlidis & Stella Markantonatou. 2022. Research Anthology on Developments in Gamification and Game-Based Learning. Research Anthology on Developments in Gamification and Game-Based Learning 171 191 .
Olaf Kühne. 2022. The Social Construction of Landscapes in Games. The Social Construction of Landscapes in Games 261 272 .
Cengiz GÜNDÜZALP. (2021) Çevrim içi derslerde dijital oyunlara dayalı etkinliklerin öğrencilerin öz düzenleme, öz yeterlilik ve motivasyonlarına etkisiThe effect of digital game-based activities on students' self-regulation, self-sufficiency and motivation in online lessons. Kocaeli Üniversitesi Eğitim Dergisi 4:2, pages 355-376.
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Inmaculada Remolar, Cristina Rebollo & Jon A. Fernández-Moyano. (2021) Learning History Using Virtual and Augmented Reality. Computers 10:11, pages 146.
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Jens Seiffert-Brockmann. 2020. Handbuch Mitarbeiterkommunikation. Handbuch Mitarbeiterkommunikation 1 17 .
Jens Seiffert-Brockmann. 2021. Handbuch Mitarbeiterkommunikation. Handbuch Mitarbeiterkommunikation 389 405 .
Kenton Howard. (2020) Learning about Queer Representation through Mods. Learning about Queer Representation through Mods.
Laurence Hanes & Robert Stone. (2018) A model of heritage content to support the design and analysis of video games for history education. Journal of Computers in Education 6:4, pages 587-612.
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Vincent Boutonnet. (2019) ANALYSE (DIDACTIQUE) D’UN JEU VIDÉO HISTORIQUE : DÉMOCRATIE ET ÉDUCATION À LA CITOYENNETÉ DANS CIVILIZATION VI. Revue de recherches en littératie médiatique multimodale 9.
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Florentina Condrea, Luca Cuoco, Tony-Alexandru Dincu, Elvira Popescu, Andrea Sterbini & Marco Temperini. 2019. Methodologies and Intelligent Systems for Technology Enhanced Learning, 8th International Conference. Methodologies and Intelligent Systems for Technology Enhanced Learning, 8th International Conference 230 238 .
Carolyn J. Stufft. (2018) Engaging Students in Literacy Practices Through Video Game Book Groups. Literacy Research: Theory, Method, and Practice 67:1, pages 195-210.
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Mehmet Sukru Kuran, Ahmet Erden Tozoglu & Cinzia Tavernari. (2018) History-Themed Games in History Education: Experiences on a Blended World History Course. History-Themed Games in History Education: Experiences on a Blended World History Course.
Cory Wright‐Maley, John K. Lee & Adam Friedman. 2018. The Wiley International Handbook of History Teaching and Learning. The Wiley International Handbook of History Teaching and Learning 603 629 .
. 2018. Pensée critique, enseignement de l'histoire et de la citoyenneté. Pensée critique, enseignement de l'histoire et de la citoyenneté 149 168 .
George P. Pavlidis & Stella Markantonatou. 2018. Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings. Handbook of Research on Educational Design and Cloud Computing in Modern Classroom Settings 321 341 .
Scott J. Warren & Greg JonesScott J. Warren & Greg Jones. 2017. Learning Games. Learning Games 55 66 .
Scott J. Warren & Greg JonesScott J. Warren & Greg Jones. 2017. Learning Games. Learning Games 27 54 .
Katrin BeckerKatrin Becker. 2017. Choosing and Using Digital Games in the Classroom. Choosing and Using Digital Games in the Classroom 101 118 .
Raúl Alberto Mora. (2015) City Literacies in Second Languages. Journal of Adolescent & Adult Literacy 59:1, pages 21-24.
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