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THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED
Abstract
This study has examines how Assassin’s Creed: Discovery Tour – Ancient Greece integrates narrative design with historical reconstruction to foster educational engagement and experiential learning. Through a narrative and thematic analysis of in-game dialogues, guided tours, and player interactions, the research identified four interrelated dimensionsthat define the game’s pedagogical potential: authenticity, agency, historical empathy, and accessibility. The findings show that Ubisoft’s educational adaptation of Assassin’s Creed successfully transforms entertainment-oriented design into an immersive learning environment where students can experience history as a dynamic and interpretive process. By emphasizing narrative immersion, interactive exploration, and reflective engagement, the Discovery Tour mode demonstrates how digital games can serve as effective tools for teaching historical awareness and critical thinking. The study contributes to the growing body of literature in game-based learning by combining narrative theory with educational design, revealing that meaning and empathy can emerge through interactive storytelling.
Keywords
References
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Details
Primary Language
English
Subjects
Other Fields of Education (Other)
Journal Section
Research Article
Publication Date
April 9, 2026
Submission Date
February 16, 2025
Acceptance Date
February 22, 2026
Published in Issue
Year 2026 Volume: 35
APA
Kaptan, M., & Soyuer, B. (2026). THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 35. https://doi.org/10.35379/cusosbil.1640884
AMA
1.Kaptan M, Soyuer B. THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi. 2026;35. doi:10.35379/cusosbil.1640884
Chicago
Kaptan, Merve, and Berke Soyuer. 2026. “THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED”. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 35 (April). https://doi.org/10.35379/cusosbil.1640884.
EndNote
Kaptan M, Soyuer B (April 1, 2026) THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 35
IEEE
[1]M. Kaptan and B. Soyuer, “THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED”, Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, vol. 35, Apr. 2026, doi: 10.35379/cusosbil.1640884.
ISNAD
Kaptan, Merve - Soyuer, Berke. “THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED”. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 35 (April 1, 2026). https://doi.org/10.35379/cusosbil.1640884.
JAMA
1.Kaptan M, Soyuer B. THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi. 2026;35. doi:10.35379/cusosbil.1640884.
MLA
Kaptan, Merve, and Berke Soyuer. “THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED”. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, vol. 35, Apr. 2026, doi:10.35379/cusosbil.1640884.
Vancouver
1.Merve Kaptan, Berke Soyuer. THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi. 2026 Apr. 1;35. doi:10.35379/cusosbil.1640884