Gamified Teaching with Assassin's Creed in Art and Design History Courses: A Case Study of Chinese University
List of Authors
  • Li Xiong, Shahrel Nizar Baharom

Keyword
  • Gamified Learning, Assassin's Creed, Art and Design History, Immersive Learning, Educational Innovation

Abstract
  • This study examines the application of the Assassin's Creed video game series as a gamified teaching tool in art and design history courses at Yangtze University. By employing a mixed-methods approach (quantitative surveys and qualitative interviews), we analyze the impact of game-based learning on students' motivation, knowledge retention, and critical thinking skills. Findings indicate that the historical reconstruction and interactive narratives in the game significantly enhance student engagement and contextual understanding of art history, providing empirical support for curriculum innovation in higher education. The study also proposes the "PEER" model (Preview, Explore, Evaluate, Reinforce) as a structured framework for integrating game-based learning into traditional curricula.

Reference
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