Teaching Ancient Greek Theatre Through In-Game Exploration: The Case of ThimelEdu

Teaching Ancient Greek Theatre Through In-Game Exploration: The Case of ThimelEdu

Anastasios Kristofer Barianos, Ilias Logothetis, Michail Kalogiannakis, Nikolas Vidakis
Copyright: © 2022 |Pages: 20
ISBN13: 9781668444610|ISBN10: 1668444615|ISBN13 Softcover: 9781668444627|EISBN13: 9781668444634
DOI: 10.4018/978-1-6684-4461-0.ch011
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MLA

Barianos, Anastasios Kristofer, et al. "Teaching Ancient Greek Theatre Through In-Game Exploration: The Case of ThimelEdu." The Digital Folklore of Cyberculture and Digital Humanities, edited by Stamatios Papadakis and Alexandros Kapaniaris, IGI Global, 2022, pp. 186-205. https://doi.org/10.4018/978-1-6684-4461-0.ch011

APA

Barianos, A. K., Logothetis, I., Kalogiannakis, M., & Vidakis, N. (2022). Teaching Ancient Greek Theatre Through In-Game Exploration: The Case of ThimelEdu. In S. Papadakis & A. Kapaniaris (Eds.), The Digital Folklore of Cyberculture and Digital Humanities (pp. 186-205). IGI Global. https://doi.org/10.4018/978-1-6684-4461-0.ch011

Chicago

Barianos, Anastasios Kristofer, et al. "Teaching Ancient Greek Theatre Through In-Game Exploration: The Case of ThimelEdu." In The Digital Folklore of Cyberculture and Digital Humanities, edited by Stamatios Papadakis and Alexandros Kapaniaris, 186-205. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-6684-4461-0.ch011

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Abstract

Serious games are increasingly integrated into official learning settings due to their effectiveness as teaching tools, especially in cultural heritance. Despite extensive research on the field and a consensus on their value, there are few meticulous studies that evaluate serious games and their effect on knowledge in the long term. Literature describes a lot of games and their innovations, but few go on to perform a retrospective analysis to locate areas that should be solved in future games. In this chapter, a retrospective analysis of a serious game teaching about Ancient Greek Theater is performed, utilizing study results from experiments conducted with the game. The authors describe the experiments and the results procedures and present them along with their conclusions on how game design and development decisions affected those results. With the work presented in this chapter, the authors expect valuable insight to be unlocked for the improvement of future game designs for education.

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