Cases on Historical Thinking and Gamification in Social Studies and Humanities Education
Seiten
2022
IGI Global (Verlag)
978-1-6684-5240-0 (ISBN)
IGI Global (Verlag)
978-1-6684-5240-0 (ISBN)
Proposes and analyses gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students’ conceptions of history as a discipline and as a school subject.
Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges.
Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.
Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges.
Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.
Erscheinungsdatum | 03.10.2022 |
---|---|
Verlagsort | Hershey |
Sprache | englisch |
Maße | 216 x 279 mm |
Gewicht | 800 g |
Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
Mathematik / Informatik ► Informatik ► Software Entwicklung | |
Sozialwissenschaften ► Pädagogik | |
ISBN-10 | 1-6684-5240-5 / 1668452405 |
ISBN-13 | 978-1-6684-5240-0 / 9781668452400 |
Zustand | Neuware |
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