History Education in the Digital Age: “An Experimental Journey with Strategy-Based Games”

Authors

DOI:

https://doi.org/10.5281/zenodo.17488161

Keywords:

Digital Game-Based Learning, History Education, Student Motivation

Abstract

This study examined the effectiveness of digital game-based learning in history education using a pre-test–post-test control group quasi-experimental design conducted in the units on the Migration of Peoples and the European Huns. Forty 9th-grade students from a high school in Mersin/Yenişehir were randomly assigned to an experimental (n=20) and a control (n=20) group; a 6-week process was followed in the order of pre-test–instruction (4 weeks)–post-test. The experimental group learned through strategy-based digital game scenarios and teacher-guided task flows in the computer lab, while the control group learned through narration, text, and map work. The measurement tools consisted of a multiple-choice achievement test and rubric-based performance tasks for chronological sequencing, map use, and context building. Quantitative data were analyzed using an independent samples t-test; in the final test, the experimental group (X̄=82, SS=7) was found to be significantly superior to the control group (X̄=62, SS=9) (t=7.84; p≤.05). In the qualitative section, themes derived from semi-structured interviews were clustered as understanding/comprehension of events, increased motivation and participation, visual retention, and map-based spatial reasoning. The findings show that digital games strengthen historical knowledge, chronological sequencing, geographical relationships, and cause-and-effect reasoning, consistent with the autonomy–competence cycle and constructivist learning predicted by self-determination theory. In terms of validity and reliability, the item analysis and internal consistency of the achievement test were reported, and inter-rater agreement was achieved in the performance rubrics. The application was conducted within an ethical framework with school/parent consent. The findings show that the pedagogical integration of strategy-based games in high school history lessons strengthens learner motivation and cognitive transfer and is scalable even with low-tech alternatives. Future studies should include long-term follow-up and multi-center samples.

Downloads

Download data is not yet available.

References

Akhtar, Z. B. (2024). Unveiling the evolution of generative AI (GAI): A comprehensive and investigative analysis toward LLM models (2021–2024) and beyond. Journal of Electrical Systems and Information Technology, 11, 22. https://doi.org/10.1186/s43067-024-00145-1

Aydoğan, O., & Karabağ, G. (2020). Eğitsel bilgisayar oyunu ile desteklenmiş tarih öğretiminin öğrencilerin mekânı algılama ve kronolojik düşünme becerilerine etkisi. Uluslararası Sosyal Bilgilerde Yeni Yaklaşımlar Dergisi, 4(1), 106–130.

Bakhsh, K., Hafeez, M., Shahzad, S., Naureen, B., & Farid, M. (2022). Effectiveness of digital game-based learning strategy in higher educational perspectives. Journal of Education and e-Learning Research, 9(4), 258–268.

Beavis, C., O’Mara, J., & Thompson, R. (2021). Digital games in the museum: Perspectives and priorities in videogame design. Learning, Media and Technology, 46(3), 294–305. https://doi.org/10.1080/17439884.2021.1896539

Belyaev, D. A., & Belyaeva, U. P. (2023). Digital game-based learning in the institutional-academic study of history: Theory and practice of learning modality of video game cybertexts. Perspectives of Science and Education, 5(65), 686-703. https://doi.org/10.32744/pse.2023.5.40

Bjørner, T. (2024). A systematic review of examples and the effectiveness of game-based learning used to teach history in K-12 education. European Conference on Games Based Learning, 18(1), 108–115. http://dx.doi.org/10.34190/ecgbl.18.1.2815

Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa

Büyüköztürk, Ş., Kılıç Çakmak, E., Akgün, Ö. A., Karadeniz, Ş., & Demirel, F. (2013). Bilimsel araştırma yöntemleri. Pegem Akademi.

Chen, C., & Jenks, A. (2023). Unlocking the potential: Analyzing the impact of online games on high school history education and learning outcomes. Jurnal Ilmu Pendidikan dan Humaniora, 12(2), 82–95. https://doi.org/10.35335/jiph.v12i2.33

Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065

Corbeil, P., & Laveault, D. (2011). Validity of a simulation game as a method for history teaching. Simulation & Gaming, 42(4), 462–475. https://doi.org/10.1177/1046878108325451

Creswell, J. W. (2014). Research design: Qualitative, quantitative, and mixed methods approaches. Sage.

Deci, E. L., & Ryan, R. M. (2020). Intrinsic motivation and self-determination in human behavior. Springer.

Erdem, S., & Pamuk, Ö. Ü. A. (2020). Tarih eğitiminde dijital oyunların kullanılması. Marmara Üniversitesi Eğitim Bilimleri Fakültesi.

Erdoğan, M., & Erol Şahin, A. N. (2023). Tarih temalı bilgisayar oyunlarında Türk kültürünün yansımaları: Assassin’s Creed Revelations oyununda yer alan Osmanlı Devleti ögelerinin, 11. sınıf Türk kültür ve medeniyeti tarihi ders kitabı ile göstergebilimsel karşılaştırılması. In N. Hayta, B. Ata, H. Köksal, T. Belenli, & S. Yakar (Eds.), Tarih eğitiminde bir ekol: Prof. Dr. Mustafa Safran’a armağan (ss. 729–748). Berikan Yayınevi.

Erdoğan, M., & Erol Şahin, A. N. (2024). Tarihsel strateji oyunlarında Türk imajının ders kitapları ile karşılaştırılarak göstergebilimsel analizi. International Research in the Field of Social Studies Education [Kitap bölümü].

Erdoğan, M., & Erol Şahin, A. N. (2025, 2–4 Eylül). Lise öğrencilerinin tarih temalı dijital oyunlara yönelik tutum ölçeği geliştirme çalışması [Sözlü sunum]. XI. Uluslararası Tarih Eğitimi Sempozyumu (ISHE), Nevşehir Hacı Bektaş Veli Üniversitesi.

Fernes, D., Oberdörfer, S., & Latoschik, M. E. (2024). Work, trade, learn: Developing an immersive serious game for history education. In M. L. Bourguet, J. M. Krüger, D. Pedrosa, A. Dengel, A. Peña-Rios, & J. Richter (Eds.), Immersive Learning Research Network. iLRN 2023 (Communications in Computer and Information Science, Vol. 1904). Springer. https://doi.org/10.1007/978-3-031-47328-9_28

Gee, J. P. (2021). What video games have to teach us about learning and literacy. Palgrave Macmillan.

Görmez, E. (2022). Sosyal bilgiler öğretmenlerinin derste dijital oyunlardan yararlanma ile ilgili görüşleri. The Journal of Academic Social Science Studies, 15(93), 21–40.

Güven, G., & Azkeskin, K. (2018). Okul öncesi öğretmenlerin düşünme stilleri ile öğrenmeye ilişkin tutumları arasındaki ilişkinin incelenmesi. Uludağ Üniversitesi Eğitim Fakültesi Dergisi, 31(2), 633–650. https://doi.org/10.19171/uefad.505622

Hamari, J., & Koivisto, J. (2021). Why do people use gamification in education? Journal of Educational Technology, 47(2), 200–215. https://doi.org/10.1016/j.ijinfomgt.2015.04.006

Hellerstedt, A., & Mozelius, P. (2024). Game-based learning for history: Student perceptions and preferences. European Conference on Games Based Learning, 18(1), 378–384. https://doi.org/10.34190/ecgbl.18.1.2655

Hernàndez-Cardona, F. X., & Feliu-Torruella, M. (2022). Audiovisual narrative, re-enactment, and historical education: Hospitals in the Spanish Civil War. Frontiers in Education, 7, 979175. https://www.frontiersin.org/articles/10.3389/feduc.2022.979175/full

İşçi, T., & Yeşiltaş, E. (2020). Sosyal bilgiler öğretiminde dijital oyun geliştirme yazılımı kullanımı ve sosyal bilgiler öğretmen adaylarının buna ilişkin görüşleri. Türkiye Bilimsel Araştırmalar Dergisi, 5(2), 260–284.

Kaçar, T. (2023). Sosyal bilgiler eğitimi alanında yapılan eğitsel dijital oyunlara yönelik araştırmaların incelenmesi: Bir meta-sentez. Harran Eğitim Dergisi, 8(2), 128–143. https://doi.org/10.22596/hej.1341193

Lampropoulos, G., Fernández-Arias, P., Antón-Sancho, Á., & Vergara, D. (2024). Affective computing in augmented reality, virtual reality, and immersive learning environments. Electronics, 13(15), 2917. https://doi.org/10.3390/electronics13152917

Lee, W. H., Park, S. Y., & Lee, W. H. (2021). Game-based learning and assessment for history education. Preprints. https://doi.org/10.20944/preprints202103.0761.v1

Matvyeyeva, Y. (2024). Digital transformation of Ukraine’s public diplomacy: Strategic communication and social media integration [Preprint]. HAL. https://hal.science/hal-04732921/

McCall, J. (2016). Teaching history with digital historical games: An introduction to the field and best practices. Simulation & Gaming, 47(4), 517–542. https://doi.org/10.1177/1046878116646693

McMichael, A. (2007). PC games and the teaching of history. The History Teacher, 40(2), 203–218. https://doi.org/10.2307/30036826

Mozelius, P., Hernandez, W., & Sällström, J. (2017). Teacher attitudes toward game-based learning in history education. Diva Portal. https://www.diva-portal.org/smash/record.jsf?pid=diva2:1172150

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–283. https://doi.org/10.1080/00461520.2015.1122533

Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78. https://selfdeterminationtheory.org/SDT/documents/2000_RyanDeci_SDT.pdf

Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344–360. https://doi.org/10.1007/s11031-006-9051-8

Seixas, P., & Morton, T. (2012). The big six historical thinking concepts. Nelson.

Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press.

Sürmeli, K., & Kaya, Ö. (2024). Dijital çağda eğitim: Tarih ve teknoloji bağlamında sanal bir mekân çalışması. Bildiri özetleri kitabı. https://www.academia.edu/download/117133969/BILDIRI_OZETLERI_2024_SON.pdf

VanSledright, B. A. (2004). What does it mean to think historically… and how do you teach it? Social Education, 68(3), 230–233.

Viccari, A., Göllner, R., Hahn, J., & Bardach, L. (2024). Limes (the Roman frontier): Developing a video game for history learning. European Conference on Games Based Learning, 18(1), 839–847. https://doi.org/10.34190/ecgbl.18.1.2833

Wineburg, S. S. (2001). Historical thinking and other unnatural acts: Charting the future of teaching the past. Temple University Press.

Downloads

Published

10/31/2025

Issue

Section

Articles

How to Cite

Sakarya, O. ., & Yumugan, S. . (2025). History Education in the Digital Age: “An Experimental Journey with Strategy-Based Games”. Mentis, 1(2). https://doi.org/10.5281/zenodo.17488161

Similar Articles

You may also start an advanced similarity search for this article.