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Games

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This Section provides access to an Online database of:
• The best educational Videogames and mobile apps available on the market
• The most suitable Videogames and Apps that, even if not specifically designed for educational purpose, can be used as teaching or learning tools with students

Videogames and apps are categorized, analyzed and assessed in order to provide the teachers with all the necessary information and hints to make full use of the Videogames and Apps in teaching contexts.

Partners' Institution
Kaunas University of Technology
Author
Gintare Dzindzeletaite

APPS/VIDEOGAMES

Product type
Educational videogame
Name of the videogame/app
Heart of Iron
Name of the producer
Johan Andersson (developed by Paradox Development Studio)
Year
2006
How to find it
To be Purchased
Main technical requirements
Windows, Ios, Android
Other Mac OS, Mac OS X
Native Virtual Reality Support
Yes
Single/Multiplayer
Single
Type
Strategy
Target Audience
12-17 years, 18+ years
Augmented Reality
PEGI Clasification
PEGI7

Use in Educational contexts

Degree of required tutoring
Autonomous use by students
Subjects involved
History, Technology, Literature
Other
Economics
Special needs
Learning difficulties, Physical disability
Educational Potential
This video game is mainly related with History subject because it is teaching historical theory through video game. The strategy game Hearts of Iron IV lets you take command of any nation in World War II – the most engaging conflict in world history.

You're charged with guiding a country's military, economy, technology, and diplomacy through the most tumultuous years of the 20th century.
The world of Hearts of Iron is divided into three factions: the Allies, the Axis, and the Comintern.
The game ends when there is only one alliance left standing or on midnight, December 30, 1947, and the winning alliance is determined through a victory point system, giving points to alliances controlling key regions or cities.

The educational potential of this video game for teaching history is receiving increasing recognition. It also might introduce future students to concepts and literature as well as famous historical figures dominated at a particular period during world history.

This video game can make sense of the area and develop practical approaches to the use of computer games as a medium for learning. Very strong point is that this video game is designed with explicit educational goals that are intended to support processes of teaching and learning.

Below you will see listed strong points of this video game regarding educational contexts and the quality of the contents and subject oriented information:
- Teaches history of World War II. Here are more information about it: http://www.societyforhistoryeducation.org/pdfs/A14_Wainwright.pdf
- Develops knowledge about technology and economy related with military and strategical thinking. Players must be in charge of researching their technology (there are easily more than 300 projects to research). http://pc.gamespy.com/pc/hearts-of-iron-platinum/568123p1.html

Considering all possible negatives of this video game, few risks have appeared:
- Personality characteristics such as aggressiveness, a strong need for new or unique experiences, general anxiety level (trait anxiety), and neuroticism appear to be risk factors for video game addiction. http://www.techaddiction.ca/video-game-addiction-risk-factors.html

- The content is related with presence of violent or inappropriate contents of cruelty, shooting and aggression.
Learning Object / Suggested activities with students
This video game might be used as an additional tool for future teachers in order to diversify their lessons about World War II.

During History lessons future students might be distributed into three groups of few members in each group.

Each group would be responsible for a particular country of three possible options: the Allies, the Axis, or the Comintern.

The task could be – win world war and create a presentation about your strategy, main figures, used technologies and outcomes.

Skills and competences

Skills and competences acquired
Through the use of the videogame/app according to learning outcomes few soft skills have acquired:
- Strategic thinking: players plan their moves.
- Self-confidence: make decisions on choices. Even if choices aren't limited to the main players of World War II, however; players can pick any country. Very important part is decision making on selection of technologies.
- Time management: World War II is limited regarding time. It improves time management skills.
- Problem solving and innovation: players are in charge of researching your technology, and this is where the smarts behind this game are most evident.
Soft skills
Critical thinking, Problem solving, Self-confidence, Time management, Mentoring, Innovation

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This project has been funded with support from the European Commission. This web site reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

The V4T - Videogames 4 Teachers project © 2018