Not Just a Game: Education Through Ubisoft
Whether 测辞耻鈥檙别 part of Generation X, a Millennial, or Gen Z, chances are that at some point in your youth, an adult told you to 鈥渟top playing video games -- 测辞耻鈥檙别 rotting your brain!鈥 But what if there was an immersive video game that helped you study world history and ancient civilizations? What if that non-violent adventure game was developed in partnership with scholars, teachers, and museum curators? With the emergence of Ubisoft鈥檚 Discovery Tour series, with guided learning developed in consultation with two 平特五不中 doctoral students, we see firsthand how video games can be both educational and fun.
is a unique interactive experience where players can learn about the history and traditions of the Viking and Anglo-Saxon worlds. 平特五不中 Education and Counselling Psychology doctoral students, Chu Xu and Robin Sharma have been collaborating with Ubisoft to create the accompanying teachers鈥 guides to the Discovery Tour quest and exploration games; non-violent, scientifically validated educational experiences that dive deep into the traditions and cultures of the time periods presented in the Assassin鈥檚 Creed games. The team鈥檚 latest venture, Discovery Tour: Viking Age, takes place in the Assassin鈥檚 Creed Valhalla universe. 罢丑别听curriculum guide will be accessible for free worldwide, in English and French with the goal听of helping educators to adapt the games for their usage in varied teaching contexts.
Supervised by 平特五不中 Associate Professor and Learning Sciences expert, Dr. Adam 顿耻产茅, Chu and Robin are members of 平特五不中鈥檚 Technology, Learning, and Cognition Lab (TLC) which studies educational technology to better understand what makes effective learning tools. One of the highlights for student researchers within TLC is the chance to work alongside 鈥淓dTech鈥 companies and develop the scholastic facets of online games and apps. Both Chu and Robin previously worked on the digital curriculum guides for the Ancient Egypt and Ancient Greece iterations of Ubisoft鈥檚 Discovery Tour series.听
Once a mathematics teacher, Robin Sharma spent three years working as a Gaming Curriculum Developer in Delhi, India, for UNESCO Mahatma Gandhi Institute of Education for Peace and Sustainable Development.鈥 鈥淢y primary role was to design curriculum guides and courses around existing digital games, so, I already had some experience鈥, commented Robin.听Chu Xu, originally from China, studied cognitive psychology before pursuing her PhD at 平特五不中 and although claims not to be much of a gamer, she is passionate about exploring how鈥痸ideo鈥痝ames鈥痗an be better harnessed as vehicles for learning. 鈥淚 view gaming as more than an entertainment activity; it鈥檚 also鈥痑n industry with鈥痟igh鈥痯otential for鈥痺idening the understanding of our world, helping us to create meaning 鈥 especially when you鈥痯lay鈥痑 good game鈥, described Chu whose thesis project is to create the curriculum guide for Discovery Tour: Viking Age. 鈥The guides are teacher support materials for classroom implementation of game-based learning. Educators are able to use the Discovery Tour curriculum guides to curate the right content, lesson activities and resources for themselves, enabling teachers to create custom lesson plans based on their needs.鈥濃
Although Ubisoft launched its game in October 2021, the accompanying curriculum guide is still evolving as it undergoes beta testing in classroom settings, locally and internationally. 鈥淚teration and case studies are so important for the right development of these tools鈥, commented Maxime Durand, Ubisoft World-Design Director in explaining the 平特五不中 students鈥 roles in the testing process. 鈥淲e鈥檙e collecting data from鈥痶eachers online, trying to鈥痓uild a bridge to facilitate the鈥痶ransfer between game design and teachers鈥 adoption鈥, elaborated Chu Xu. Plans are currently underway to implement further testing at Trafalgar School for Girls this semester. 平特五不中 Faculty of Education and Trafalgar announced its CoLab partnership last spring; a collaboration which will involve the two entities working together on more hands-on education research projects thus providing new opportunities for innovative experiential learning for all involved.
In playing Discovery Tour, the high school students will delve into first-person fiction-based quests鈥痠n re-enacted historic settings, with the gameplay narrative aimed at helping players鈥痚mpathize with鈥痟uman life in these past civilizations. 鈥淒iscovery Tour games introduce many facets of an ancient civilization, so nearly every discipline in academia is present,鈥 Chu noted of the cross-curricular use of the digital pedagogical guide.鈥The curriculum map enables teachers to select a learning discipline, including science, social science, math, language and literacy, arts, and 21st Century competencies. With the gaming experiences geared towards a wide range of youth, the 平特五不中 team needed to plan for customized activities and lesson plans based on the field of study and the grade level of the students. They also curate sample lesson plans for educators.鈥
Chu describes the endgame in the simplest terms: 鈥淭he ideal situation is that鈥learning鈥痑nd fun are the same thing. In other words,鈥痯laying is learning, and learning itself is interesting and worthwhile.鈥听