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Keywords: Gamification, Architectural education, Spatial cognition, Experiential learning, Assassin's Creed Odyssey
1. Introduction
The integration of gamification into educational practices has gained significant attention in recent years, particularly in fields requiring spatial cognition and experiential learning. Gamification, defined as the use of game design elements in non-game contexts, has been shown to enhance engagement, motivation, and learning outcomes across various disciplines (Deterding, 2011). In architectural education, where understanding spatial relationships and retaining visual details are critical, immersive video games offer a unique opportunity to bridge the gap between theoretical knowledge and experiential learning. Assassin's Creed Odyssey, with its Discovery Mode designed for educational purposes, provides a virtual environment where users can explore historically accurate reconstructions of ancient Greek architecture, making it an ideal tool for studying the impact of gamification on learning.
Experiential learning theory, as proposed by Kolb (1984), emphasizes the importance of learning through experience, particularly in disciplines that require the development of practical and spatial skills. Virtual environments, such as those provided by video games, align closely with this theory by offering learners the opportunity to interact with and explore architectural spaces in a way that traditional methods, such as reading or watching videos, cannot replicate. Research has demonstrated that immersive environments can improve spatial memory and understanding, as well as increase engagement and interest in the subject matter (Gee 2003; Poggiolesi 2016). However, the effectiveness of such methods compared to traditional approaches remains underexplored, particularly in the context of architectural education.
This study investigated the potential of gamification in teaching architectural features by comparing the learning outcomes of participants who engaged with the Discovery Mode of Assassin's Creed Odyssey to those who learned through traditional methods, such as reading educational texts. Additionally, the study examined how participants' diverse professional backgrounds and undergraduate degrees influenced the effectiveness of these learning methods. By employing a mixed-methods approach, the research provided a nuanced understanding of how immersive environments impacted the retention of architectural details, spatial cognition, and engagement. The findings contributed to the growing body of literature on game-based learning and offered insights into the role of gamification in architectural education.
2. Methodology
This study employs a mixed-methods approach to investigate the effectiveness of game-based learning compared to traditional learning methods in teaching...





