Gaming is currently the most intriguing technological application in history education. Harnessing the best aspects of both technological advancements and historical study, it embodies the realization of the potential that many envisioned during the early, optimistic days of the web.
The current discussion should reassess the existing approaches to integrating computer games into history education, focusing on the models, methods, and assessment techniques employed. It is crucial to provide detailed insights into the technical aspects of their development or to outline relevant research projects.