Medieval-Themed Video Games for History Teaching: A Systematic Review
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| Title: | Medieval-Themed Video Games for History Teaching: A Systematic Review |
|---|---|
| Language: | English |
| Authors: | Sofía Villatoro Moral, Neus Serra Vives, Miquel Àngel Capellà Galmés |
| Source: | Electronic Journal of e-Learning. 2026 24(1):45-60. |
| Availability: | Academic Conferences Limited. Curtis Farm, Kidmore End, Nr Reading, RG4 9AY, UK. Tel: +44-1189-724148; Fax: +44-1189-724691; e-mail: info@academic-conferences.org; Web site: https://academic-publishing.org/index.php/ejel/index |
| Peer Reviewed: | Y |
| Page Count: | 16 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Information Analyses |
| Descriptors: | Video Games, History Instruction, Medieval History, Teaching Methods, Educational Research, Females, Sex Role, Foreign Countries |
| Geographic Terms: | Spain, United Kingdom, Greece, Russia, Italy, Sweden, Germany, Indonesia, Argentina |
| ISSN: | 1479-4403 |
| Abstract: | In recent years, medieval-themed video games have emerged as increasingly relevant educational tools, for history teaching, recognised for their ability to foster historical understanding, digital literacy, and critical thinking across a variety of learning environments. This systematic review investigates how these games are incorporated into educational practice and interrogates the narratives they construct about the medieval past. These aims are grounded in prior research on game-based learning and on the cultural analysis of medievalist representations. Guided by the PRISMA protocol, fourteen peer-reviewed studies published in the last ten years were identified, selected, and analysed to provide a structured and critical overview of current research in this area. The findings reveal a strong predominance of commercial titles particularly strategy and role-playing games that reproduce Eurocentric, militarised, and masculinised representations of the Middle Ages. Nevertheless, several studies report innovative pedagogical strategies that embed these digital resources within intentional didactic frameworks, aligning them with curricular objectives and supporting immersive experiences, enquiry-based learning, and the development of disciplinary historical competences. Such practices highlight the capacity of video games to operate as complex cultural artefacts, rather than mere motivational tools. Despite this potential, significant shortcomings remain. These include a lack of sustained critical engagement with symbolic and ideological representations, the scarce incorporation of gender-sensitive or intersectional perspectives, and the limited connection between explicit educational aims and the cultural content of the games. Addressing these gaps requires stronger pedagogical models that connect the analysis of digital representations with the development of historical thinking, digital literacy, and critical reflection. Overall, this study underscores both the opportunities and limitations of medieval-themed video games as didactic resources. It stresses the importance of inclusive, reflexive, and gender-aware approaches that challenge dominant historical imaginaries and contribute to the formation of culturally literate, critical, and democratically engaged citizens. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1497355 |
| Database: | ERIC |
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| Items | – Name: Title Label: Title Group: Ti Data: Medieval-Themed Video Games for History Teaching: A Systematic Review – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Sofía+Villatoro+Moral%22">Sofía Villatoro Moral</searchLink><br /><searchLink fieldCode="AR" term="%22Neus+Serra+Vives%22">Neus Serra Vives</searchLink><br /><searchLink fieldCode="AR" term="%22Miquel+Àngel+Capellà+Galmés%22">Miquel Àngel Capellà Galmés</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Electronic+Journal+of+e-Learning%22"><i>Electronic Journal of e-Learning</i></searchLink>. 2026 24(1):45-60. – Name: Avail Label: Availability Group: Avail Data: Academic Conferences Limited. Curtis Farm, Kidmore End, Nr Reading, RG4 9AY, UK. Tel: +44-1189-724148; Fax: +44-1189-724691; e-mail: info@academic-conferences.org; Web site: https://academic-publishing.org/index.php/ejel/index – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 16 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Information Analyses – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22History+Instruction%22">History Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22Medieval+History%22">Medieval History</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Research%22">Educational Research</searchLink><br /><searchLink fieldCode="DE" term="%22Females%22">Females</searchLink><br /><searchLink fieldCode="DE" term="%22Sex+Role%22">Sex Role</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Spain%22">Spain</searchLink><br /><searchLink fieldCode="DE" term="%22United+Kingdom%22">United Kingdom</searchLink><br /><searchLink fieldCode="DE" term="%22Greece%22">Greece</searchLink><br /><searchLink fieldCode="DE" term="%22Russia%22">Russia</searchLink><br /><searchLink fieldCode="DE" term="%22Italy%22">Italy</searchLink><br /><searchLink fieldCode="DE" term="%22Sweden%22">Sweden</searchLink><br /><searchLink fieldCode="DE" term="%22Germany%22">Germany</searchLink><br /><searchLink fieldCode="DE" term="%22Indonesia%22">Indonesia</searchLink><br /><searchLink fieldCode="DE" term="%22Argentina%22">Argentina</searchLink> – Name: ISSN Label: ISSN Group: ISSN Data: 1479-4403 – Name: Abstract Label: Abstract Group: Ab Data: In recent years, medieval-themed video games have emerged as increasingly relevant educational tools, for history teaching, recognised for their ability to foster historical understanding, digital literacy, and critical thinking across a variety of learning environments. This systematic review investigates how these games are incorporated into educational practice and interrogates the narratives they construct about the medieval past. These aims are grounded in prior research on game-based learning and on the cultural analysis of medievalist representations. Guided by the PRISMA protocol, fourteen peer-reviewed studies published in the last ten years were identified, selected, and analysed to provide a structured and critical overview of current research in this area. The findings reveal a strong predominance of commercial titles particularly strategy and role-playing games that reproduce Eurocentric, militarised, and masculinised representations of the Middle Ages. Nevertheless, several studies report innovative pedagogical strategies that embed these digital resources within intentional didactic frameworks, aligning them with curricular objectives and supporting immersive experiences, enquiry-based learning, and the development of disciplinary historical competences. Such practices highlight the capacity of video games to operate as complex cultural artefacts, rather than mere motivational tools. Despite this potential, significant shortcomings remain. These include a lack of sustained critical engagement with symbolic and ideological representations, the scarce incorporation of gender-sensitive or intersectional perspectives, and the limited connection between explicit educational aims and the cultural content of the games. Addressing these gaps requires stronger pedagogical models that connect the analysis of digital representations with the development of historical thinking, digital literacy, and critical reflection. Overall, this study underscores both the opportunities and limitations of medieval-themed video games as didactic resources. It stresses the importance of inclusive, reflexive, and gender-aware approaches that challenge dominant historical imaginaries and contribute to the formation of culturally literate, critical, and democratically engaged citizens. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1497355 |
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| RecordInfo | BibRecord: BibEntity: Languages: – Text: English PhysicalDescription: Pagination: PageCount: 16 StartPage: 45 Subjects: – SubjectFull: Video Games Type: general – SubjectFull: History Instruction Type: general – SubjectFull: Medieval History Type: general – SubjectFull: Teaching Methods Type: general – SubjectFull: Educational Research Type: general – SubjectFull: Females Type: general – SubjectFull: Sex Role Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: Spain Type: general – SubjectFull: United Kingdom Type: general – SubjectFull: Greece Type: general – SubjectFull: Russia Type: general – SubjectFull: Italy Type: general – SubjectFull: Sweden Type: general – SubjectFull: Germany Type: general – SubjectFull: Indonesia Type: general – SubjectFull: Argentina Type: general Titles: – TitleFull: Medieval-Themed Video Games for History Teaching: A Systematic Review Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Sofía Villatoro Moral – PersonEntity: Name: NameFull: Neus Serra Vives – PersonEntity: Name: NameFull: Miquel Àngel Capellà Galmés IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2026 Identifiers: – Type: issn-electronic Value: 1479-4403 Numbering: – Type: volume Value: 24 – Type: issue Value: 1 Titles: – TitleFull: Electronic Journal of e-Learning Type: main |
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