The potential of video games for teaching history is receiving increasing recognition. However, the greatest emphasis is on their use as tools in secondary education. The few studies focusing on undergraduate education demonstrate the use of games to create an immersive historical experience with counterfactual options.
The final talk in Sesson #1041, Engaging the Public with the Medieval World, looked at what English children are being taught in school. How much medieval history is in the new programme that was released in September 2014? Megan Gooch, Curator at the Historic Royal Palaces breaks down the English system for us in her paper, ‘Imprisonment, Execution, and Escape: Medieval History and the National Curriculum’.
How does the use of unscripted, adaptive, historical interpretation boost the tourist experience? Right on the heels of our look at the Tower of London’s visitor engagement, we heard a paper from Lauren Johnson, Research Manager for Past Pleasures, the oldest historical interpretation company in the UK who educate and entertain the public at historical sites, museums, on stage and and on TV.
More specifically, it provides educators with a classroom-tested lesson activity for teaching medieval European society content using the game of chess by providing background information on the history of chess, a rationale for including chess in the classroom, and step-by-step procedures to infuse this activity when the topic of feudalism is covered.