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Teaching Latin and Greek with a student-created video game: a case study from an Italian classical high school

Published online by Cambridge University Press:  09 December 2025

Daniela Canfarotta*
Affiliation:
Department of Humanities, Liceo Classico Francesco Scaduto, Bagheria, Italy Doctor Europaeus, Joint Degree, University of Palermo & Burgos, Palermo, Italy Department of Education, Burgos, Spain
Manuela Pipitone
Affiliation:
University of Palermo, Palermo, Italy Department of Sciences, Liceo Classico Francesco Scaduto, Bagheria, Italy
*
Corresponding author: Daniela Canfarotta; Email: danielacanfarotta@hotmail.com
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Abstract

This article explores an innovative case study in classical language education, focusing on a high school student who independently designed an educational video game inspired by Greek mythology. The project illustrates how digital creativity can effectively support the teaching and learning of Latin and ancient Greek. Three key aspects are examined: student autonomy and creativity in classical studies, the educational potential of merging classical content with digital media, and the implications for reimagining the role of Classics in modern curricula.

The initiative combines classical themes with interactive gameplay, transforming the learning process into an engaging, active experience. Rather than simply transmitting knowledge, the game reinterprets ancient content through digital storytelling and mechanics. This approach promotes critical thinking, interdisciplinary skills, and aligns with science, technology, engineering, art, and maths (STEAM) education principles. The teacher’s role shifts from traditional instructor to facilitator, enabling authentic and student-driven learning. Overall, the study demonstrates how digital tools can foster immersive and meaningful engagement with classical languages and cultures. It presents a replicable model for curriculum innovation, showing that integrating technology with humanistic content can revitalise Classics education. The project positions ancient languages not as static relics, but as dynamic fields open to reinterpretation and creativity through contemporary digital means.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press on behalf of The Classical Association
Figure 0

Figure 1. Figure 1 long description.Education in Italy (European Commission: European Education and Culture Executive Agency et al., 2021).

Figure 1

Table 1. Organisation of the classical high school subjectsTable 1 long description.

Figure 2

Table 2. Technical overview of the educational video game MythosTable 2 long description.

Figure 3

Figure 2. Figure 2 long description.Home screen of the video game.

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Figure 3. Figure 3 long description.Example of an in-game scenario.

Figure 5

Figure 4. Figure 4 long description.Example of an in-game scenario.

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Figure 5. Figure 5 long description.Example of an in-game scenario.

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Table 3. Thematic analysis – student interviewTable 3 long description.

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Table 4. Summary tableTable 4 long description.