Gaming the Past
Using Video Games to Teach Secondary History
Seiten
2022
|
2nd edition
Routledge (Verlag)
978-1-032-22347-6 (ISBN)
Routledge (Verlag)
978-1-032-22347-6 (ISBN)
Gaming the Past is a complete handbook to help pre-service teachers, current teachers and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes.
Gaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games.
Topics include:
Talking to administrators, parents, and students about the educational value of teaching with historical video games.
Selecting games that are aligned to curricular goals by considering the genres of historical games.
Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups.
Employing instructional strategies to help students learn to play and engage in higher level analysis
Identifying and avoiding common pitfalls when incorporating games into the history class.
Developing activities and assessments that facilitate interpreting and creating established and new media.
Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.
Gaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games.
Topics include:
Talking to administrators, parents, and students about the educational value of teaching with historical video games.
Selecting games that are aligned to curricular goals by considering the genres of historical games.
Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups.
Employing instructional strategies to help students learn to play and engage in higher level analysis
Identifying and avoiding common pitfalls when incorporating games into the history class.
Developing activities and assessments that facilitate interpreting and creating established and new media.
Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.
Jeremiah McCall is a high school history teacher at Cincinnati Country Day School, a historian of the ancient world, and a historical game studies scholar.
Introduction: The Power of Historical Video Games; 1 Why Play and Study Historical Games?; 2 How Do Historical Games Represent the Past?: Historical Games as Historical Problem Spaces; 3 Genres of Historical Games and Academic Standards of History and Social Studies; 4 Instructional Strategies for Purposeful Play: Gameplay and Analysis in the Classroom; 5 The Real Historical Learning: Assignments and Assessments for Historical Game Analysis; 6 Putting it All Together: Lesson and Unit Plans for Historical Game Studies; Appendix: Profiles of Historical Video Games
Erscheinungsdatum | 25.10.2022 |
---|---|
Zusatzinfo | 12 Tables, black and white; 8 Line drawings, black and white; 12 Halftones, black and white; 20 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 380 g |
Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
Sozialwissenschaften ► Pädagogik ► Schulpädagogik / Grundschule | |
ISBN-10 | 1-032-22347-2 / 1032223472 |
ISBN-13 | 978-1-032-22347-6 / 9781032223476 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
Haben Sie eine Frage zum Produkt? |
Mehr entdecken
aus dem Bereich
aus dem Bereich
elektronische Lehrmittel in den modernen Unterricht integrieren
Buch (2024)
Hanser, Carl (Verlag)
49,99 €
die Zusammenfassung
Buch | Softcover (2023)
Fachwirteverlag
24,80 €
eine Lernwerkstatt für Klasse 1 und 2
Buch (2023)
Lernbiene (Verlag)
25,90 €