Table of Contents
List of figures
List of tables/charts
List of tables/charts
1. Introduction
a. Contemporary Mainstream Gaming
b. Current classroom dynamics
c. Thesis
c. Thesis
2. Background
a. Teaching and Learning History
i. Traditional (classroom)
ii. Gaming (Math-blasters etc.)
b. Historical representations in video games
a. Teaching and Learning History
i. Traditional (classroom)
ii. Gaming (Math-blasters etc.)
b. Historical representations in video games
3. Objectives
a. Harness current gaming technology for students
b. Level design for development of divergent, historical, and cultural thinking skills
c. Affordability/availability
d. Benefits
a. Harness current gaming technology for students
b. Level design for development of divergent, historical, and cultural thinking skills
c. Affordability/availability
d. Benefits
4. Methods - Civil War/Fort Sumter Design
a. Construction and Environment
b. Adaptation to Educational Goals
c. Walkthrough and Outcomes
d. Imagery
a. Construction and Environment
b. Adaptation to Educational Goals
c. Walkthrough and Outcomes
d. Imagery
5. Results
a. Educational successes
b. Gaming successes (entertainment, etc.)
c. Any shortcomings
a. Educational successes
b. Gaming successes (entertainment, etc.)
c. Any shortcomings
6. Discussion
a. Benefits and costs
b. Uses today
b. Uses today
7. Recommendations
a. To enhance educational aspect
b. To enhance gaming aspect
c. To promote better harmony between the two
a. To enhance educational aspect
b. To enhance gaming aspect
c. To promote better harmony between the two
8. Conclusion
9. Bibliography