Gaming the Industrial Revolution. Participatory design with historical data for classroom learning

Authors

  • Juan Hiriart University of Salford
  • Alexis Litvine University of Cambridge
  • Nathan Bowman University of Salford

DOI:

https://doi.org/10.34190/ecgbl.18.1.2712

Keywords:

Educational Technology, Gamification, Historical Learning, Educational Game Design, Participatory Design

Abstract

Industrial Re:evolution is an educational game developed by a collaborative team of educators, historians, game designers, and developers. The game allows students to hypothesise about the underlying causal mechanisms of the Industrial Revolution while managing population and resources across 19 discrete regions in England and Wales from 1600 to 1851. The game was developed through a series of participatory workshops, which led to a gameplay concept based on a comprehensive model of the Industrial Revolution, centred on key theoretical frameworks. Through role-playing, problem solving, and in-class discussions, students are encouraged to explore various factors that contribute to the Industrial Revolution and their interdependencies. It helps them develop a deeper understanding of the intricate relationships between different causal factors, improving their ability to explain and analyse complex historical events, and promoting quantitative skills. The game is an open-ended historical simulation based on state-of-the-art research, providing students with the opportunity to interact with real historical data. To enhance classroom implementation, the game is provided with structured activities, lesson plans, student booklets, and multimedia materials, while an online platform will eventually offer a community for educators to share best practices. This study describes the design choices and development of the game.

Author Biographies

Juan Hiriart, University of Salford

Dr Juan Hiriart is a Senior Lecturer in Interactive Media Arts and Design at the University of Salford, in Greater Manchester. His research interests lie in the intersections between serious and critical gaming, digital heritage, and education. His current research focuses on participative and ethical game design frameworks and games for social change.

Alexis Litvine, University of Cambridge

Dr Alexis Litvine is a Senior Researcher at The Cambridge Group for the History of Population and Social Structure (CAMPOP). Alexis is a comparative economic historian of eighteenth and nineteenth-century France and Europe, interested in all things related to the Industrial Revolution, and Digital Humanities.

Nathan Bowman, University of Salford

Nathan Bowman is a Lecturer in Games Design and Production at the University of Salford. He specialises in systems design and programming, focusing on production, gamification, educational games, and immersive experiences. His research interests include procedural content, interactive storytelling, and digital humanities, driving innovation in immersive and interactive experiences.

Downloads

Published

2024-10-07