افاق للعلوم
Volume 11, Numéro 1, Pages 405-418
2026-01-15

Gamification Of The Curriculum: From Academic Words To Virtual Worlds In Civilization And Literature Pedagogy

Authors : Mekhanet Youssouf . Daoudi Mourad .

Abstract

This study argues for integrating commercial video games into Algerian higher education to revitalize civilization and literature pedagogy by shifting learners from passive reception to active, immersive inquiry. Grounded in Huizinga’s Homo Ludens and Csikszentmihalyi’s flow theory, it frames game-based learning as a pathway to optimal engagement through clear goals, feedback, balanced challenge–skill, and deep immersion articulated in the Game Flow model. Drawing on Assassin’s Creed: Origins and BioShock Infinite, it demonstrates how historically and narratively robust titles can function as authentic, multimodal learning environments aligned to curricular aims. Given Generation Z’s pervasive gaming habits in Algeria, these tools can bridge cultural content with contemporary media fluency while addressing boredom and anxiety common in traditional lectures. The work situates promise alongside practical constraints in local institutions and calls for empirical trials, including surveys and classroom implementations, to assess learning outcomes, equity, and feasibility across contexts.

Keywords

Huizinga ; Play ; Game Flow ; Video Gaming ; Gen Z