Araştırma Makalesi

THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED

Cilt: 35 9 Nisan 2026
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THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED

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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.

Anahtar Kelimeler

Kaynakça

  1. Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology. 3(2), 77-101.
  2. Brussat, D. (2015, October 8). Video game: Assassin’s Creed & Renaissance architecture. Architecture Here and There. https://architecturehereandthere.com/2015/10/08/video-game-assassins-creed-renaissance-architecture/
  3. Chapman, A. (2016). Digital games as history: How videogames represent the past and offer access to historical practice. Routledge.
  4. Chapman, A., Foka, A., & Westin, J. (2016). Introduction: What is historical game studies? Rethinking History, 21(3), 358–371. https://doi.org/10.1080/13642529.2016.1256638
  5. Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79–122. https://doi.org/10.3102/0034654315582065
  6. Ekaputra, G., Lim, C., & Eng, K.I. (2013). Minecraft: A Game as an Education and Scientific Learning Tool.
  7. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.
  8. Gilbert, L. (2019). ‘Assassin’s Creed reminds us that history is human experience’: Students’ senses of empathy while playing a narrative video game. Theory & Research in Social Education, 47(1), 108–137.

Ayrıntılar

Birincil Dil

İngilizce

Konular

Alan Eğitimleri (Diğer)

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

9 Nisan 2026

Gönderilme Tarihi

16 Şubat 2025

Kabul Tarihi

22 Şubat 2026

Yayımlandığı Sayı

Yıl 2026 Cilt: 35

Kaynak Göster

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, ve Berke Soyuer. 2026. “THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED”. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 35 (Nisan). https://doi.org/10.35379/cusosbil.1640884.
EndNote
Kaptan M, Soyuer B (01 Nisan 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 ve B. Soyuer, “THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED”, Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, c. 35, Nis. 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 (01 Nisan 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, ve Berke Soyuer. “THE ROLE OF VIDEO GAMES IN EDUCATION: THE CASE OF ASSASSIN’S CREED”. Çukurova Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, c. 35, Nisan 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. 01 Nisan 2026;35. doi:10.35379/cusosbil.1640884