1. Introduction
The teaching of history hinges upon two main objectives: transmitting factual knowledge (events, dates, individuals) and developing analytical and critical thinking skills. In today’s digital society, incorporating innovative methods is essential for enriching teaching practices and meeting the needs of tech-savvy learners. Digital reconstruction of historical scenes is one such emerging approach, involving the use of computer tools (3D modeling, virtual reality, augmented reality, etc.) to recreate past events or environments and offer an immersive, interactive visualization.
This methodology presents a twofold benefit: on the one hand, it provides precise and realistic illustrations of material and social realities of a given era; on the other, it harnesses learners’ attention and engagement, potentially boosting their comprehension and retention of historical facts [
1]. Thanks to technologies such as virtual reality (VR) and augmented reality (AR), students can experience a “mental immersion” [
2] that places them at the heart of historical action.
The aim of this article is to present, in a structured manner, the key issues, methods, and advantages of digital reconstruction of historical scenes for teaching history. We will first explore the theoretical framework that justifies integrating these technologies into a didactic approach. We will then describe the reconstruction methods that employ an array of tools (documentary research, photography, archival plans, 3D modeling, etc.). This will be followed by a case study section illustrating how these reconstructions are practically used. We will then examine the pedagogical contributions of the method, as well as the limitations that need to be taken into account to envisage future perspectives. Finally, the conclusion summarizes the main points and suggests avenues for further research.
2. Theoretical Framework
2.1. Epistemological and Didactic Foundations
Before creating digital reconstructions, a thorough process of documentary research and iconographic analysis is essential. Historians, occasionally collaborating with archaeologists or archivists, collect and examine available sources to build a reference corpus:
Texts and archives: notarial acts, newspapers, letters, official reports, etc.
Plans and maps: cadastral records, architectural sketches, old topographic maps.
Iconography: engravings, paintings, historical photographs (when available).
Material sources: objects, building remains, archaeological finds.
This phase aims to identify the elements to be reconstructed (buildings, characters, art objects, etc.) and gather detailed information about their appearance, function, location, and historical context [
3]. Cross-validating different sources helps limit misinterpretation and enhance the reliability of the reconstruction [
4].
2.2. Data Acquisition: Photogrammetry and 3D Modeling
Once documentation is complete, teams proceed with 2D or 3D data acquisition for modeling. Commonly used methods include:
Photogrammetry: taking a series of photographs from different angles around an object or site to reconstruct its shape in three dimensions via specialized algorithms. This method is widely used to digitize archaeological remains or extant historical buildings.
Laser scanning: scanning technology that collects multiple reference points of a given space and produces a highly accurate 3D point cloud.
Manual modeling: carried out by 3D artists who rely on archival and iconographic data to recreate a monument or an artifact that is partially destroyed or missing. In such cases, some degree of scientific and artistic interpretation is often inevitable.
These techniques help create a digital heritage of documents and historical objects, which may be made accessible in virtual libraries or online platforms [
5].
2.3. Integration into Interactive Environments: Virtual Reality, Augmented Reality, and Serious Games
Once the 3D models have been produced, they can be integrated into interactive environments. Common tools and approaches include:
Virtual Reality (VR): Users, equipped with a VR headset, can “enter” a reconstructed historical scene and move around freely. Software platforms like Unity or Unreal Engine are frequently employed to develop these immersive experiences.
Augmented Reality (AR): Using a smartphone, a tablet, or specialized glasses, users see virtual elements embedded [
6] into their real-world environment (for instance, a reconstructed building on an archaeological site).
Historical serious games: Educational games featuring historical reconstructions that enable learners to tackle challenges, solve puzzles, or interact with historical figures. This approach leverages gamification to strengthen engagement and motivation [
7].
Designing such environments requires close collaboration among historians, computer scientists, graphic designers, and educators to strike a balance between realism and didactic requirements [
8,
9].
3. Case Studies/Concrete Examples
3.1. “Virtual Medieval Town” Project
The “Virtual Medieval Town” (VMT) project, developed in partnership with an archaeology research lab and a regional museum, digitally recreated a 14th-century medieval town center, including parts of its ramparts and several religious buildings. Researchers used photogrammetry to digitize surviving historical buildings, while historians compiled the sources required to model the portions of the town that no longer exist.
After completion of the reconstruction, an immersive VR-based tour was offered at a local museum. Visitors could move within the ramparts, enter a church, or wander down the reconstructed streets. Beyond its visual appeal, the exhibit included interactive panels showing the sources and explaining historical controversies (for instance, about wall color or the actual height of towers).
On the educational front, several middle-school classes were able to experience this setup. Teachers reported a significant increase in motivation: students returned to the classroom asking numerous questions and expressing a desire to understand medieval daily life. Assessments conducted at the end of the unit showed improved knowledge retention and a greater capacity to describe the spatial layout of the medieval city.
3.2. Online Platform “Historic Battles Revisited”
“Historic Battles Revisited” (HBR) is an online platform focusing on the reconstruction of famous battlefields (e.g., the Battle of Austerlitz or Verdun). Developers utilized old topographic maps, written eyewitness accounts, and weather data to replicate the battles’ actual conditions. Users can connect online to view the course of a battle through commented 3D animations, with the option to isolate particular units or examine exact troop numbers.
For secondary education, HBR offers an interactive mode where students simulate various military strategies to understand how terrain, logistics, and weather influence the final outcome. Teachers have noted that this approach makes tactics and strategy more concrete, encouraging students to apply historical and geographical reasoning skills. According to a satisfaction survey of 120 high school students, 78% felt that the reconstruction helped them grasp the era’s constraints and appreciate the crucial role of human factors in shaping history.
4. Educational Benefits
4.1. Enhanced Motivation and Engagement
Studies in educational psychology emphasize that active and hands-on learning fosters student interest and persistence [
10]. In the context of digital reconstructions, immersion sparks curiosity and provides a playful, stimulating environment [
11]. Students often respond positively to the “technological” dimension, enjoying the experience of manipulating virtual objects or exploring 3D landscapes. This novelty factor can serve as an entry point to spark deeper inquiries and encourage classroom discussion.
4.2. Improved Understanding and Retention
The ability to visualize historical locations and events dynamically strengthens comprehension of timelines and causal relationships. Additionally, students’ episodic memory is engaged by the immersive experience, thereby improving knowledge retention [
12]. By virtually navigating a medieval town or battlefield, learners establish clearer spatial and temporal reference points, helping them construct a coherent historical narrative [
13].
4.3. Fostering Critical Thinking and Source Analysis
Reconstructing historical scenes digitally often has an investigative dimension: students must consider the basis for reconstruction, how historians justify specific representations, and which biases or uncertainties remain. This approach encourages learners to develop critical thinking by examining the quality and trustworthiness of sources. Teachers can integrate methodological lessons on traceability, showing that history is built upon sometimes incomplete or contradictory evidence.
4.4. Emphasis on Interdisciplinarity
Creating and analyzing digital reconstructions promotes interdisciplinary learning by combining:
History and Geography: examining spatial and temporal dynamics, terrain and place-making.
Science and Technology: understanding photogrammetry, 3D rendering, or modeling software.
Art and Design: exploring aesthetic and architectural principles.
Languages: working with foreign-language or translated historical sources.
Such transversal learning strengthens coherence across subjects and illustrates how different fields can come together to explore complex phenomena.
5. Limitations, Challenges, and Future Perspectives
5.1. Technical and Financial Constraints
Producing high-quality, immersive digital reconstructions requires significant investment in both equipment and skilled personnel (3D scanners, high-resolution cameras, specialized software, etc.). Furthermore, using VR headsets or AR applications demands adequate IT infrastructure (powerful computers, demonstration space, stable internet connection). Many educational institutions lack these resources, potentially widening regional disparities [
13].
5.2. Scientific Validation Challenges
Although technology can generate visually striking reconstructions, there is always a risk of oversimplification or biased representation of the past. Some details cannot be known with certainty; others remain the subject of historical debate. It is therefore crucial to specify the confidence level associated with each reconstructed element and to acknowledge, if necessary, differing interpretations [
4]. Projects should include qualified historians who can verify the historical accuracy of virtual environments and ensure that “artistic liberties” remain limited and clearly explained.
5.3. Teacher Training Needs
Implementing pedagogy centered on virtual reconstructions or serious games requires specific pedagogical and technical expertise [
11]. Teachers must be able to master these tools, structure classroom activities accordingly, and exploit the critical dimension of the experience. This demands initial or ongoing training, which is still underdeveloped in many educational systems. Moreover, adopting these technologies requires time and support, which is not always compatible with teachers’ heavy workloads.
5.4. Possible Developments and Research Challenges
Looking ahead, several pathways could strengthen the role of digital reconstruction in history teaching:
Improving accessibility: making VR and AR devices more affordable and user-friendly.
Integrating artificial intelligence: automating certain modeling phases (e.g., procedural generation of buildings based on archival data).
International collaboration: fostering co-creation and resource sharing among researchers, educators, and museums across different countries.
Investigating pedagogical effectiveness: conducting large-scale quantitative and qualitative studies to assess these tools’ impact on historical skills development.
A major challenge remains to rigorously evaluate the pedagogical added value of these tools using solid research protocols, while accounting for motivational aspects, deeper learning, and the nurturing of students’ critical thinking skills.
6. Conclusions
Digital reconstruction of historical scenes is part of a broader shift toward modernizing history teaching in a digital era. It offers immersive experiences that spark curiosity and support both knowledge acquisition and analytical skill development. Far from being a mere technological gimmick, this methodology is backed by a robust theoretical foundation (constructivism, socio-constructivism, historical inquiry) and calls for collaborative work among historians, computer scientists, graphic designers, and educators.
Nevertheless, this approach faces constraints in terms of funding, hardware, and scientific validation (sources, interpretations). Teachers must receive appropriate training to integrate these tools into cohesive and meaningful lesson plans. Moreover, the accessibility of these solutions is vital to avoid creating educational inequities.
Future research avenues include assessing the effectiveness of digital reconstructions via rigorous study designs, exploring the role of artificial intelligence in automating certain processes, and expanding international collaboration. Ultimately, digital reconstructions have the potential to become a mainstay of history education, enabling learners not only to “see” the past but also to delve into its complexities and critically examine historical debates.
Author Contributions
Conceptualization, O.K., Z.E.F. and E.H.B.; methodology, Z.E.F., O.K. and O.Z.; software/implementation, O.K. and Z.E.F.; validation, S.E.F., E.H.B. and O.Z.; formal analysis, Z.E.F. and O.K.; investigation, Z.E.F. and O.K.; resources, S.E.F.; data curation, O.K.; writing—original draft preparation, Z.E.F. and O.K.; writing—review and editing, E.H.B., S.E.F. and O.Z.; visualization, O.K.; supervision, O.Z.; project administration, O.Z. All authors have read and agreed to the published version of the manuscript.
Funding
This research received no external funding.
Institutional Review Board Statement
Not applicable. The study did not involve human participants, human data, or animals.
Informed Consent Statement
Not applicable.
Data Availability Statement
No new data were created or analyzed in this study. Data sharing is not applicable to this article.
Conflicts of Interest
The authors declare no conflicts of interest.
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