>Assassin's Creed< in the Classroom: History's Playground or a Stab in the Dark?
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects, archaeologists and historians explores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
1144294543
>Assassin's Creed< in the Classroom: History's Playground or a Stab in the Dark?
The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects, archaeologists and historians explores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
111.99 In Stock
>Assassin's Creed< in the Classroom: History's Playground or a Stab in the Dark?

>Assassin's Creed< in the Classroom: History's Playground or a Stab in the Dark?

>Assassin's Creed< in the Classroom: History's Playground or a Stab in the Dark?

>Assassin's Creed< in the Classroom: History's Playground or a Stab in the Dark?

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Overview

The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects, archaeologists and historians explores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Product Details

ISBN-13: 9783111253473
Publisher: De Gruyter
Publication date: 12/18/2023
Series: Video Games and the Humanities , #15
Sold by: Barnes & Noble
Format: eBook
Pages: 271
File size: 5 MB
Age Range: 18 Years

About the Author

Erik Champion, University of South Australia; Juan Francisco Vera Hiriart, University of Salford, UK.

Erik Champion, University of South Australia; Juan Francisco Vera Hiriart, University of Salford, UK.

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