Creating and testing effective teacher curriculum guides for the educational versions of Ubisoft’s Assassins Creed games

The Assassin’s Creed series is viewed by the public and educators as a promising educational tool rife with historical settings, characters, and events (e.g., Chapman, 2013). Yet, its use in formal education has lagged (Gilbert, 2017) because educators’ lack understanding (i.e., knowing how to teach with a technology, Mishra & Koehler, 2008) and acceptance (i.e., being willing to use technology, Davis, 1989) for games as educational tools. To address this issue, we will create and test Assassin’s Creed curriculum guides. First, the team will document the full range of learning activities in the games. Second, activities will be organized into two teacher-friendly curriculum guides that can be implemented in multiple grades and countries. Third, educators will provide feedback on the guides via surveys and focus groups to determine if and how the guides increase their understanding and acceptance of Assassin’s Creed as an educational tool.

Faculty Supervisor:

Adam Kenneth Dubé

Student:

Partner:

Ubisoft Divertissement

Discipline:

Sociology

Sector:

Information and cultural industries; Manufacturing

University:

McGill University

Program:

Accelerate

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