Texas A&M Brings Gaming to Art History

Image Credit: Triseum.

Texas A&M University has teamed up with game-based learning company Triseum to introduce gaming into art history survey courses, in an effort to help students better understand the world in which works of art were created.

Through a three-year agreement announced Friday, the university will integrate the company’s ARTé: Mecenas, an immersive art history video game that transports students to the Italian Renaissance of the 15th and 16th centuries. They can experience the political, social and economic factors of that time period through taking on the role of a merchant or banker within the Medici family. For example, students are tasked with balancing relationships between stakeholders in that time period (merchant factions, the Catholic Church, etc.) to build and maintain a financial empire.

In the process, students learn:

  • To develop an interconnected network of social, cultural, economic, political and ecclesiastical networks on artwork, monuments and institutions of the Italian Renaissance;
  • How to develop strategies to evaluate the spiritual and religious impact of commissioning art and architecture; and
  • To analyze alternative banking practices to avoid the appearance of usury and condemnation by the church.

Instructors are given a dashboard that provides class and student gameplay statistics to monitor progress and engagement. They also receive an implementation guide and other resources for integrating the game into their courses.

Triseum was born out of the LIVE (Learning Interactive Visualization Experience) Lab within the Texas A&M College of Architecture’s Department of Visualization, which works to incorporate game technology and methodologies into the classroom experience and education research. Triseum continues to work closely with faculty and students through various game design collaborations and offering professional opportunities. Texas A&M students have been piloting the game since its launch last summer, according to a prepared statement. Now, the university will expand the game’s access to 1,500 art history students, enrolled on campus and online.

"Triseum's game-based learning approach has proven to be an effective pathway to deliver a highly engaging, outcomes-driven learning experience," said Tim McLaughlin, department head and associate professor in the Department of Visualization, in a statement. "Through playing ARTé: Mecenas, our students are driven to think more critically and connect with the content on a more profound level. What really resonates is their excitement for the game and their motivation to master the subject matter."

To learn more about ARTé: Mecenas, watch the video below. Further information about the game is available on the Triseum site.

About the Author

Sri Ravipati is Web producer for THE Journal and Campus Technology. She can be reached at [email protected].

Featured

  • hand typing on laptop with security and email icons

    Copilot Gets Expanded Role in Office, Outlook, and Security

    Microsoft has doubled down on its Copilot strategy, announcing new agents and capabilities that bring deeper intelligence and automation to everyday workflows in Microsoft 365.

  • large group of college students sitting on an academic quad

    Student Readiness: Learning to Learn

    Melissa Loble, Instructure's chief academic officer, recommends a focus on 'readiness' as a broader concept as we try to understand how to build meaningful education experiences that can form a bridge from the university to the workplace. Here, we ask Loble what readiness is and how to offer students the ability to 'learn to learn'.

  • glowing crystal ball with network connections

    Call for Opinions: 2026 Predictions for Higher Ed IT

    How will the technology landscape in higher education change in the coming year? We're inviting our readership to weigh in with their predictions, wishes, or worries for 2026.

  • Abstract speed motion blur in vibrant colors

    3 Ed Tech Shifts that Will Define 2026

    The digital learning landscape is entering a new phase defined by rapid advances in artificial intelligence, rising expectations for the student experience, and increasing pressure to demonstrate quality and accountability in online education.