The Gaming Revolution in History Education: The Practice and Challenges of Integrating Game-Based Learning into Formal Education
Abstract
1. Introduction
2. Methods
3. Results
3.1. Game-Based Learning in the Field of History
3.2. The Impact of Game-Based Learning on Student Learning in the Field of History
3.3. Difficulties and Challenges in Introducing Game-Based Learning into Formal Education
- Teachers’ Competence and Knowledge
- Curriculum Design Challenges
- Implementation Issues
- Technological Literacy Considerations
- Assessment Challenges
- The Elementary School Stage
- The Junior High School Stage
- The University Stage
3.4. Addressing the Challenges of Introducing Historical Game-Based Learning into Formal Education
3.5. Key Elements of Applying Game-Based Learning to History
- Enhancing Interest in History
- Addressing Challenges with Historical Memory and Text Comprehension
3.6. Difficulties and Challenges Encountered in Applying Game-Based Learning in the Field of History
4. Discussion
4.1. Tool-Oriented and Character-Oriented Considerations
- Tool-Oriented Considerations
- Utilize diversified assessment methods: To assess student learning in GBL environments, we suggest a multidimensional evaluation framework, integrating knowledge tests [78], reflective journals, and behavioral analytics. By stealth assessment approach [79], this model aims to capture not only factual recall but also critical thinking, historical reasoning, and persistence in gameplay. Such tools help bridge the gap between traditional assessment and the dynamic nature of GBL.
- Introduce game rewards and community activities: To boost learner motivation, it is recommended to incorporate reward systems and social features within the game [80]. Learners can earn points or receive special in-game items through performance or participation in community activities. These features can increase learner engagement and encourage sustained participation.
- Incorporate multiple historical perspectives: To foster a broader understanding of history, games should require learners to complete levels from the perspectives of different characters before accessing more popular figures. This design encourages learners to explore a variety of viewpoints and understand the historical context from multiple angles.
- Integrate traditional education with game-based learning: To ensure historical authenticity while maintaining player engagement, developers can collaborate with historians, use historical sources as narrative anchors, and clearly distinguish fictionalized content through in-game prompts [64]. Multi-character narratives representing diverse perspectives can further enrich students’ understanding of complex historical events, promoting deeper historical inquiry while sustaining interest.
- Character-Oriented Considerations
- Conduct more empirical research across different educational stages to verify the effectiveness of game-based learning and provide evidence-based recommendations for implementation.
- Provide ongoing professional development for teachers, and establish robust evaluation mechanisms to assess the effectiveness of educational games and refine teaching strategies accordingly.
- Ensure the historical accuracy and educational value of game content, avoiding distortions that could lead to misconceptions.
- Continuously revise and optimize game content to ensure alignment with evolving educational objectives and curriculum standards.
4.2. The Systematic Strategic Framework
- The Preliminary Preparation Stage:
- 2.
- The Course Design Stage:
- 3.
- The Testing and Evaluation Stage:
- 4.
- The Formal Implementation Stage:
- 5.
- The Continuous Monitoring and Adjustment Stage:
- 6.
- The Experience Sharing and Expansion Stage:
4.3. Successful Applications of Game-Based Learning in History Classrooms
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Findings | Citation | Included Excluded |
---|---|---|
This article defines gameplay and argues that games involve activities that achieve specific goals within the constraints of specific rules. | [53] | Included |
This article discusses the limitations of historical research, emphasizing how the choices made by historians affect their conclusions, which are in turn limited by the way the historians choose to present their topics. | [89] | Included |
This article explains the definitions of individual and situational interests and suggests that they have a significant impact on cognitive functioning and learning. | [90] | Included |
This article emphasizes the importance of understanding motivation theory and applying it to educational practice to improve students’ learning motivation, and identifies motivation as a key factor affecting learning attitude, perseverance and achievement. | [91] | Included |
This paper adopts a goal-oriented learning model, including the relationship between motivation, task goals and learning goals, and discusses the impact of goals on learning. | [92] | Included |
In this article, the relationship between self-perception and learning motivation and performance is discussed, using measures involving modeling, goal setting, and feedback to influence self-efficacy. | [93] | Included |
In this paper, the concept of non-formal education in developing countries of Asia, Africa and the Pacific is proposed. | [94] | Excluded |
This paper studies that computer games can effectively enhance learners’ learning interest, but it is affected by factors such as software design, teachers, and other learning activities. | [95] | Included |
This paper examines teachers’ conceptions of history education and finds that teachers view their purpose in six ways: focusing on history education, developing social studies, developing a national collective identity, developing a non-national identity, increasing understanding of current issues, and lessons from the past. | [5] | Included |
This article proposes an overarching framework of mastery learning goals to conceptualize the learning goals that students may adopt in a classroom setting and their role in facilitating or self-regulating learning. | [96] | Included |
This article discusses the research and theory of intrinsic and extrinsic motivation and discusses these two types of motivation in relation to autonomy. | [23] | Excluded |
This paper investigates how personal, interests influence hobbies and learning, and finds that hobbies are associated with, emotional responses and a lasting impact on learning. | [97] | Excluded |
This article proposes the process and model of teaching games and learning, judgment, behavior and feedback within the game, and possible learning goals. | [98] | Included |
This article studies that good games have a learning motivation effect and stimulate the motivation for continuous learning. | [99] | Included |
This article points out that game-based learning is helpful for learners of all industries and ages. | [7] | Excluded |
This article proposes that educators of educational games have largely overlooked the cognitive potential of games. | [31] | Included |
This article proposes that historical games have a rich historical story background to support the content of the game. | [100] | Included |
This article argues that good video game designers use learning principles to make players learn and enjoy learning, but implementation in formal education is challenging. | [70] | Included |
This paper proposes a game model that draws on learning theory, process theory, and game design, emphasizing the importance of providing players with immediate feedback, clear goals, and challenges that match their skill level. | [35] | Included |
This article proposes that video games have the potential to transform education by providing immersive and socially engaging learning experiences. | [71] | Included |
This article discusses how game-based learning can improve deep thinking and problem-solving skills. | [62] | Included |
In this paper, a gaming framework is proposed to effectively evaluate games used in courses. | [101] | Included |
This article provides an overview of the uses of video games in education through research. | [72] | Excluded |
This article discusses the issues of non-formal education and basic education reform in different socioeconomic contexts. | [102] | Included |
This paper proposes learner feedback as an evaluation metric to keep interest high. Teachers and game designers must collect and analyze learner feedback. | [103] | Included |
This article discusses the need for user-centeredness in game design and the collaboration between game designers and educational professionals. | [104] | Included |
This paper examines the need for research examining learning-as-learning to consider both interactions in game worlds and in a wider social context. | [105] | Included |
This paper discusses historical thinking in the game Romance of the Three Kingdoms and proposes design principles for game-based learning. | [106] | Included |
This article discusses educational models that address issues related to curriculum and learning. | [40] | Included |
This article reviews the literature on educational video game design, focusing on design elements that facilitate learning and learning outcomes from video games. | [107] | Included |
This article discusses the characteristics and potential of using computer games in education, emphasizing the need for trained instructors as facilitators of learning. | [88] | Included |
This article explores how good games need to solve teaching difficulties through carefully designed questions and demonstrates that game-based learning is not just about technical issues but must also keep learners engaged and motivated. | [22] | Included |
This paper concludes that feedback has a significant impact on learning achievement. | [52] | Included |
This paper introduces motivation as a unique feature of learning systems that effectively motivates students and applies it to learning systems. | [80] | Included |
This article develops a game. Research shows that games can increase subjective awareness and learning experience. | [108] | Included |
This article proposes that game design principles are applicable to all fields and that the psychological aspects involved in games are key factors in improving game quality. | [21] | Excluded |
This article mentions that online games can train logical reasoning skills. | [109] | Excluded |
This paper explores the relationship between video games and history, focusing on specific games and their representations of real history. | [110] | Included |
The paper concludes that the proposed game is learning is an effective learning method that can deepen people’s impression of historical events. | [9] | Included |
This paper explores the commercial game market and draws lessons from it through game-based learning. | [30] | Excluded |
This paper demonstrates that educational computer games can serve as effective and motivating learning environments. | [38] | Included |
This article talks about the basic idea that games are learning. | [111] | Included |
This paper proposes the development process and model of game-based learning. | [54] | Included |
This paper discusses the basic theory of designing educational games. | [66] | Included |
This article discusses game theory and the need for critical thinking when it comes to role-playing, which involves fictional game content. | [37] | Included |
This paper discusses methodological challenges in educational technology research and proposes new approaches to data collection and research in this field. | [87] | Included |
The article points out the effectiveness of game-based learning, but the integration between classroom and technology needs further research. | [12] | Included |
The article emphasizes the need to strike a balance between education and games. | [19] | Included |
This article shows that incorporating game-based learning into the classroom can effectively improve academic performance. | [32] | Included |
This paper shows that designing educational games requires engaging game content and that teachers must have enough gaming experience. | [112] | Included |
The article shows that positive emotions have a significant impact on student engagement and interest. | [113] | Excluded |
This article explores how to help players understand historical events through historical game-based learning. | [114] | Included |
This paper explores the factors that make it difficult for learners to learn history and shows that if there is a lack of visual teaching methods in the classroom, learners will find it difficult to learn. | [16] | Included |
This paper examines how digital games can improve reading skills. | [13] | Included |
The article provides game design suggestions and emphasizes that game fun and educational content must be balanced. | [20] | Included |
This article explores the benefits and problems of educational games. | [69] | Included |
This paper examines world history textbooks and investigates how these textbooks compose and present world history and how they arrange their content. | [18] | Included |
The book explores the use of educational games, including their design, applications, and issues. | [115] | Included |
The article explores developing transferable skills such as critical thinking, problem solving, collaboration, communication, motivation and learning. | [116] | Included |
This article talks about the part of educational games that should explore learning, not just development. | [34] | Included |
The book explores how to combine different types of games with learning content to achieve learning achievements. | [27] | Included |
This paper explores the need for real-time evaluation in games. | [117] | Excluded |
This paper proposes that game-based learning environments (GBLEs) can guide interactions and promote learner-centered learning opportunities. | [118] | Included |
The paper proposes that video games are considered an important tool for learning history due to their interactivity and popularity. | [75] | Excluded |
The article proposes a definition of learning. The author believes that learning is individual developmental adaptation, that is, changes in individual behavior due to the regularity of the individual environment. | [119] | Included |
This study shows that the game environment of serious games can promote learning and learning motivation, but the prerequisite is that the game must contain educational content that enables learners to actively learn. | [28] | Included |
The article shows that history education is a subject that cultivates abilities such as memory, knowledge, and values. | [120] | Included |
The article suggests that technology will continue to play a more important role in education and that educators should be aware of the potential impact of emerging technologies on teaching and learning. | [121] | Included |
This paper explores representations of the historical realm in digital games and how gamers engage with, recreate, subvert, and direct the historical past. It raises new questions about the ways in which gamers interact with game worlds and whether digital games alter understandings of history itself. | [122] | Included |
This article provides directions for educators to use games to teach critical thinking and historical analysis courses. | [77] | Included |
The paper shows that game-based learning can improve engagement and learning performance, but issues such as teacher preparation time and technology need to be overcome. | [123] | Included |
The paper shows that having clear conceptual divisions helps learners and scholars develop their educational knowledge systems and enhance the achievement of their goals. | [124] | Included |
This study found that the collaborative learning environment of game-based learning can enhance learners’ learning attitudes, motivation, etc. | [125] | Included |
The paper shows that serious games are more effective and motivating for learning than traditional teaching methods. | [56] | Included |
This question discusses game-based learning. Serious games are more effective and motivating for learning than traditional teaching methods. | [126] | Included |
The paper proposes a framework for the appropriate integration of games in education, supporting different objectives at different steps in the formal educational process, with a focus on assessment, feedback, and learning analytics. | [127] | Included |
This paper proposes the principles of game design | [63] | Included |
This paper shows that there are difficulties and challenges in introducing role-playing learning into formal education, including the lack of experience of teachers. | [86] | Included |
This article proposes four educational methods suitable for learners in primary school. | [44] | Included |
This article proposes game theory. The author believes that games are an inseparable tool from life and a way to promote interaction with others. | [128] | Included |
The article concludes that merging reality and fiction in computer games may be an augmented reality experience. | [29] | Included |
This article discusses the use of serious games in teaching and the elements of games. | [61] | Included |
The article shows that dynamic images help memory. | [6] | Excluded |
This paper explores the application of games in education, and discusses its game background, game mechanics, design principles, etc., and shows that games can enhance learners’ learning motivation. | [33] | Included |
This paper demonstrates that to study or apply games as learning environments, multiple dimensions must be considered, including cognitive, behavioral, emotional, and sociocultural. | [129] | Included |
The article concluded that it improves problem-solving ability, spatial skills and perseverance. | [130] | Excluded |
This article discusses how to develop educational games and suggests that historical facts can be used as the main basis for designing games. | [131] | Included |
This article shows that to use educational games in the curriculum, educational training of educators is very important. | [132] | Included |
The article states that learning goals can be better achieved through feedback, analysis of game content and improvement. | [64] | Included |
This article provides guidelines for developing and designing games. | [133] | Included |
This article suggests that modern teaching needs to shift from traditional teaching to multi-faceted educational tools to enhance learners’ understanding of history. | [134] | Included |
The article points out that game-based learning can be introduced into formal education, but there are also difficulties and challenges, and educators are also worried about this. | [39] | Included |
This article proposes the use of historical games in classroom teaching and points out the importance of historical games. | [55] | Included |
The article states that when using games as a learning environment, multiple levels must be considered, including cognitive, behavioral, emotional, and sociocultural. | [129] | Included |
This article reviews the use of games in education, emphasizing the need for systematic research and rigorous testing to ensure the educational benefits of games. | [42] | Included |
This article explores the benefits and difficulties of using emerging technologies in education. | [43] | Included |
This paper proposes design principles for historical games to enhance understanding of history. | [135] | Included |
The article states that historical games help us understand history. | [136] | Included |
This paper explores game design methods to optimize educational games using effective methods. | [68] | Included |
The book provides game design principles for different fields and contents. | [67] | Included |
This article shows that game-based learning enhances learning fun through entertainment. | [8] | Excluded |
This paper shows that providing feedback and rewards that support intrinsic motivation can effectively maintain learners’ interest in the game. | [137] | Excluded |
This paper describes a multi-faceted reinforcement learning framework for balancing learning and engagement in a game-based learning environment. | [11] | Included |
This paper shows that video games can enhance the use of declarative knowledge and improve overall learning performance. | [15] | Included |
The article shows that game-based learning can enhance learners’ learning motivation. | [138] | Excluded |
This paper proposes that the design of educational games needs to have cognitive, motivational and emotional aspects, and design engaging games based on these factors. | [10] | Included |
The article explains that digital games can reduce players’ frustration, and the reward mechanism provided is believed to enhance learning motivation. | [73] | Included |
The article discusses effective history teaching and learning as well as challenges and approaches, including the use of higher-order thinking skills and technology. | [4] | Included |
The article mentions that the goal of historical games is to be historically accurate. | [139] | Included |
This article uses historical games as a research point to cultivate a sense of connection between humans and history through social education. It finds that players are willing to let games rewrite their beliefs about history and explores the historical accuracy of games. | [25] | Included |
The article suggests that educational game design should strive to create games that allow players to engage, explore and experiment, and proposes design principles. | [140] | Included |
This article explores the application of game-based learning in formal education and discusses the need for relevant educational training for learners. | [51] | Included |
The article shows that critical thinking is important in social subjects and that higher-order thinking skills can improve learners. | [46] | Included |
The article shows that video games can be used as an educational tool. | [141] | Included |
This article explores the importance of computer games for historical learning. | [142] | Included |
This paper conducts a preliminary study to understand how the learning process is implemented in the classroom and how the learning resources used affect students’ learning motivation. | [143] | Included |
This paper proposes a method for evaluating games as learning environments, using comparisons based on the realism and learning potential of historical games. | [144] | Included |
The article mentions that game-based learning can help struggling learners and that engagement analytics can inform game development. | [14] | Included |
This paper explores the need for data-driven educational games based on survey data, and games to facilitate student learning. | [60] | Included |
The paper found that game-based learning improved learners’ academic performance and increased learners’ interest in learning. | [145] | Included |
This article explores game designers’ historical perspectives and how games can interpret history and design attractive games. | [146] | Included |
The article shows that games are effective tools for difficult courses. | [45] | Excluded |
The article suggests that video games intensify representations and accounts of past events. | [147] | Included |
This article describes the arguments for and against video games in education. | [148] | Included |
This article proposes a historical thinking framework and uses the framework in the classroom. | [1] | Included |
This paper analyses the challenges faced by historical games in education. | [149] | Included |
This article analyzes historical games and concludes that historical games can effectively teach and spread culture. | [150] | Included |
This paper studies game-based learning and finds that it can improve learners’ learning motivation, emotional engagement, and learning pleasure. | [85] | Excluded |
The paper suggests that game-based learning can enhance learners’ understanding and appreciation of history, as well as potentially developing problem-solving and critical thinking skills. | [151] | Excluded |
The article shows that educational games can stimulate learning, engage learners, and enhance knowledge. | [41] | Excluded |
This paper explores whether the teaching enthusiasm of teachers can influence learners. The results show that the teaching enthusiasm of teachers can influence learners. | [3] | Excluded |
This paper proposes an adaptive learning system framework that can help learners’ weak abilities and improve learning outcomes. | [65] | Included |
This article suggests that teachers should use multiple assessment methods to evaluate learners’ learning achievements based on the learners’ own status. | [152] | Excluded |
The article states that continuous learning assessment can improve learners’ learning outcomes. | [153] | Included |
This paper explores how augmented reality (AR) technology can be used to make learning history more engaging and effective. | [17] | Excluded |
This study found that in an online learning environment, the problem-based learning model has a significant impact on students’ academic performance in history. | [2] | Included |
This paper proposes four verification methods that can improve learning performance in formal education. | [154] | Included |
The article states that game-based learning still needs to solve many problems, including the nature of learning and design ethics. | [155] | Included |
This paper shows that game-based learning has a positive impact on learners’ learning of critical thinking. | [48] | Included |
The article shows that game-based learning can help learning. | [36] | Excluded |
The paper discusses the challenges facing gaming companies due to the increasing complexity of games and the need for new solutions to manage the production pipeline. | [50] | Excluded |
This paper discusses indicators of critical learning skills in learning according to the cognitive growth model. | [156] | Excluded |
This paper discusses how the competitive elements in game-based learning can enhance learners’ motivation and interest. | [47] | Excluded |
This paper discusses the importance of game genre selection for historical learning games. | [157] | Excluded |
The paper explores the benefits of game-based learning for learners and suggests that game-based learning that covers more historical content is more suitable for university level. | [49] | Excluded |
The paper mentions that if game-based learning is conducted in an authoritative, centralized manner, it does not help with cognitive load and may decline. | [158] | Excluded |
The paper shows that immersive game-based learning does not differ significantly from traditional methods. | [159] | Excluded |
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Challenges | Proposed Solutions |
---|---|
Teachers’ Competence and Knowledge | Provide comprehensive professional development and training programs to equip teachers with the necessary skills and knowledge to implement GBL effectively. |
Curriculum Design Challenges | Conduct more longitudinal studies and design curriculum frameworks that allow for the systematic and long-term integration of GBL. |
Implementation Issues | Adopt differentiated instructional strategies that cater to diverse learners’ prior knowledge and learning styles to enhance GBL effectiveness. |
Technological Literacy Considerations | Ensure equal access to digital tools and provide technical support to bridge the gap in technological literacy among students. |
Assessment Challenges | Develop new assessment models tailored to GBL that measure both cognitive and non-cognitive skills such as problem solving, collaboration, and persistence. |
Challenges | Proposed Solutions |
---|---|
Historical games often sacrifice accuracy for entertainment, leading to misconceptions about real events. | Encourage collaboration between game developers and historians to ensure accuracy; use in-game indicators to differentiate fiction. |
Students may lack the ability to distinguish between fictional and historical content in games. | Provide in-game prompts or labels to clarify historical facts; educators guide critical reflection. |
Game development for educational purposes requires iterative design, user feedback, and data analysis. | Apply an iterative game design model involving playtesting and refinement; integrate adaptive learning mechanisms. |
Balancing single and multiple perspectives in historical games is challenging and often results in biased narratives. | Design gameplay to require exploration of different characters before accessing main storylines; incorporate diverse perspectives. |
Developing educational games requires significant time, manpower, and financial resources. | Conduct thorough pre-planning and secure interdisciplinary teams including educators and historians. |
Educators often have preconceived notions about the incompatibility of games and learning. | Provide training for educators to understand game-based learning benefits and reduce bias. |
Most educational games lack pedagogical grounding and are developed without reference to learning theories. | Base game design on established learning theories and ensure alignment with curriculum goals. |
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Lai, C.-H.; Hu, P.-Y. The Gaming Revolution in History Education: The Practice and Challenges of Integrating Game-Based Learning into Formal Education. Information 2025, 16, 490. https://doi.org/10.3390/info16060490
Lai C-H, Hu P-Y. The Gaming Revolution in History Education: The Practice and Challenges of Integrating Game-Based Learning into Formal Education. Information. 2025; 16(6):490. https://doi.org/10.3390/info16060490
Chicago/Turabian StyleLai, Chien-Hung, and Po-Yi Hu. 2025. "The Gaming Revolution in History Education: The Practice and Challenges of Integrating Game-Based Learning into Formal Education" Information 16, no. 6: 490. https://doi.org/10.3390/info16060490
APA StyleLai, C.-H., & Hu, P.-Y. (2025). The Gaming Revolution in History Education: The Practice and Challenges of Integrating Game-Based Learning into Formal Education. Information, 16(6), 490. https://doi.org/10.3390/info16060490