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E-raamat: Gaming the Past: Using Video Games to Teach Secondary History 2nd edition [Taylor & Francis e-raamat]

(Secondary Teacher, Cincinnati Country Day School, USA)
  • Formaat: 196 pages, 12 Tables, black and white; 8 Line drawings, black and white; 12 Halftones, black and white; 20 Illustrations, black and white
  • Ilmumisaeg: 11-Nov-2022
  • Kirjastus: Routledge
  • ISBN-13: 9781003272229
  • Taylor & Francis e-raamat
  • Hind: 170,80 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 244,00 €
  • Säästad 30%
  • Formaat: 196 pages, 12 Tables, black and white; 8 Line drawings, black and white; 12 Halftones, black and white; 20 Illustrations, black and white
  • Ilmumisaeg: 11-Nov-2022
  • Kirjastus: Routledge
  • ISBN-13: 9781003272229
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.
List of illustrations
x
Acknowledgments xii
Introduction: The Power of Historical Video Games 1(5)
1 Why Play and Study Historical Games?
6(16)
2 How Do Historical Games Represent the Past?: Historical Games as Historical Problem Spaces
22(21)
3 Genres of Historical Games and Academic Standards of History and Social Studies
43(33)
4 Instructional Strategies for Purposeful Play: Gameplay and Analysis in the Classroom
76(34)
5 The Real Historical Learning: Assignments and Assessments for Historical Game Analysis
110(33)
6 Putting It All Together: Lesson and Unit Plans for Historical Game Studies
143(9)
Appendix: Profiles of Historical Video Games 152(40)
Index 192
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.