'CivilizationEDU' Helps Students Think Critically About History
Katherine Pendrill — June 24, 2016 — Tech
References: businesswire & engadget
Building on the success of educational games such as 'Minecraft,' Take-Two Interactive Software, Inc. is looking to bring a strategy-based game called 'CivilizationEDU' into the classroom setting.
CivilizationEDU builds on the popular 'Civilization' franchise by adding an educational component so that the game can be used "as a resource to inspire and engage students further." More specifically, the game uses the idea of civilization-building to force students to think critically about the impact of historical events on technology, politics, the military and socioeconomic development. Teachers will then be able to gauge the progress of their students through a stat-tracking features and a specific online portal for instructors.
With technology becoming an increasingly important component of modern education, CivilizationEDU gives students a new way to approach the subject of history.
CivilizationEDU builds on the popular 'Civilization' franchise by adding an educational component so that the game can be used "as a resource to inspire and engage students further." More specifically, the game uses the idea of civilization-building to force students to think critically about the impact of historical events on technology, politics, the military and socioeconomic development. Teachers will then be able to gauge the progress of their students through a stat-tracking features and a specific online portal for instructors.
With technology becoming an increasingly important component of modern education, CivilizationEDU gives students a new way to approach the subject of history.
Trend Themes
1. Educational Gaming - Creating educational video games to supplement classroom learning.
2. Gamification of Learning - Incorporating game-like elements into the classroom to engage students and improve learning outcomes.
3. Interactive Technology in Education - Using technology to create immersive and engaging learning experiences.
Industry Implications
1. Video Game Industry - Developing educational games for classroom use.
2. Education Industry - Incorporating interactive technology in the classroom to improve student engagement and learning outcomes.
3. Technology Industry - Developing and implementing new technologies to enhance classroom learning and engagement.
3.5
Score
Popularity
Activity
Freshness