From Entertainment to Education: An Empirical Study on the Learning Effects of Assassin's Creed in Art History Courses

Main Article Content

Xiong Li

Keywords

digital games, art history education, cognitive outcomes, emotional engagement, quasi-experimental study

Abstract

This study employs a quasi-experimental methodology to examine the educational value of the commercial digital game Assassin's Creed: Origins, set in ancient Egypt, within the context of higher education art history instruction. The research explores the game’s potential to enhance both cognitive understanding and emotional engagement. Findings indicate that students in the experimental group outperformed those in the traditional lecture group in spatial perception, historical event recall, and cross-cultural comprehension (p<0.01). Furthermore, the study introduces a novel “Three-Dimensional Learning Model”-Knowledge, Skills, and Attitudes (KSA)-by integrating academic performance metrics with facial expression recognition data, offering a new perspective for game-based learning theory and instructional design.

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