DIGITAL LIBRARY
HIDDEN BLADES AND BLOCKS. ASSASSIN'S CREED AND MINECRAFT AND ITS EDUCATIONAL APPLICATIONS IN HISTORY OF ART
Universidad Católica de Valencia San Vicente Mártir (SPAIN)
About this paper:
Appears in: INTED2023 Proceedings
Publication year: 2023
Pages: 8233-8236
ISBN: 978-84-09-49026-4
ISSN: 2340-1079
doi: 10.21125/inted.2023.2241
Conference name: 17th International Technology, Education and Development Conference
Dates: 6-8 March, 2023
Location: Valencia, Spain
Abstract:
In recent years, educational experiences and practices focused from the perspective of the video game to work on various skills, including the digital one, have become increasingly common. Through the game-based learning, certain skills can be developed and contribute to the foundation of different knowledge that, in the area of History of Art, takes on even more relevance. Video games are in themselves an artistic manifestation that already deserves an individual study as a work of art. If we add to this its educational implications, the spectrum expands. Thus, the dimensions of these tools as means of communication are not only applied in the field of leisure and entertainment, but also provide opportunities for collaboration in pedagogical tasks. For this reason, this proposal will try to demonstrate the scope of video games, specifically Assassin's Creed II and Minecraft Education Edition, in the History of Art. Its applications are various and allow you to recreate and enjoy different cultures and periods such as Egypt, Greece or Renaissance Italy. Thus, taking any of these scenarios as a case study, a comparison will be made between the historical reality and the perception of urban recreation and the most outstanding artistic monuments.

In order to bring the educational project to a successful conclusion, we must bear in mind the importance of the relationship between video games and literature, since the former have increasingly become suitable means for generating not only ludic-narrative worlds, but also pedagogical content with which to process the information with less effort. Thanks to this potential, a favorable environment can be forged for the development of knowledge that can encompass both curricular content and that of the video game itself as an artistic object.
Keywords:
Game-based learning, Videogames, History of Art, Education.