Bridging Virtual and Real: Gamification in Teaching Architectural Features with Assassin's Creed Odyssey

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Publicat a:European Conference on Games Based Learning vol. 2 (Oct 2025), p. 776-789
Autor principal: şimşek Sönmez, Nagehan Yağmur
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Academic Conferences International Limited
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100 1 |a şimşek Sönmez, Nagehan Yağmur  |u Bahcesehir University, Faculty of Architecture and Design, Istanbul, Turkey 
245 1 |a Bridging Virtual and Real: Gamification in Teaching Architectural Features with Assassin's Creed Odyssey 
260 |b Academic Conferences International Limited  |c Oct 2025 
513 |a Conference Proceedings 
520 3 |a This study investigates the potential of gamification in architectural education by examining how immersive video games, such as Assassin's Creed Odyssey, influence the retention of architectural details and spatial understanding. The research aims to determine whether experiencing architectural spaces in a virtual environment enhances learning outcomes compared to traditional methods. The present study was conducted with a total of 20 participants from diverse professional backgrounds and undergraduate degrees, in order to ensure a heterogeneous sample and to more accurately assess the effectiveness of different instructional modalities in conveying architectural concepts to individuals without specialized training in the field. Participants were randomly assigned to one of two groups, each comprising 10 individuals. The experimental group interacted with the Assassin's Creed Discovery Mode, engaging with the game environment for a 30-minute-long predetermined period and exploring architectural features as presented within the game. In contrast, the control group was provided with a transcript of the in-game narration, allowing them to access the same informational content exclusively in textual form, without any interactive or visual elements. No preliminary information regarding the subject matter was given to either group prior to the intervention, thereby establishing an unbiased baseline. Following the intervention, both groups completed post-test assessments consisting of multiple-choice questions designed to evaluate their knowledge acquisition. Although the tests administered to each group were distinct, the questions were identical in content, ensuring comparability of results. The collected data were analyzed, and the findings were subsequently transformed into graphical representations to facilitate interpretation. The results were then evaluated to determine the relative efficacy of game-based versus text-based learning environments in fostering the recognition and understanding of architectural features. The findings of this research have important implications for both educators and game developers, underscoring the potential of video games and alternative instructional methods as effective tools in architectural education. This study contributes to the expanding literature on educational methodologies and offers valuable insights into the impact of immersive and text-based environments on the learning of complex subject matter. 
653 |a Computer & video games 
653 |a Teaching methods 
653 |a Learning 
653 |a Educational objectives 
653 |a Experiential learning 
653 |a Education 
653 |a Knowledge 
653 |a Greek civilization 
653 |a Effectiveness 
653 |a Knowledge acquisition 
653 |a Graphical representations 
653 |a Gamification 
653 |a Evaluation 
653 |a Cities 
653 |a Cognition & reasoning 
653 |a Virtual environments 
773 0 |t European Conference on Games Based Learning  |g vol. 2 (Oct 2025), p. 776-789 
786 0 |d ProQuest  |t Advanced Technologies & Aerospace Database 
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