An edition of Gaming the past (2011)

Gaming the past

using video games to teach secondary history

  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read

My Reading Lists:

Create a new list

Check-In

×Close
Add an optional check-in date. Check-in dates are used to track yearly reading goals.
Today

  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read

Buy this book

Last edited by ImportBot
April 8, 2023 | History
An edition of Gaming the past (2011)

Gaming the past

using video games to teach secondary history

  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read

"Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media

Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet"--

"Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past helps social studies teachers and teacher educators implement this unique and engaging new pedagogy. It focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics include: - Talking to colleagues, administrators, parents, and students about the theoretical, practical, and educational value of using historical simulation games - Selecting simulation games that are aligned to curricular goals - Determining hardware and software requirements, purchasing software, and preparing a learning environment that can incorporate simulations - Planning lessons and implementing instructional strategies - Identifying and avoiding common pitfalls - Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Gaming the Past also includes sample unit and lesson plans, worksheets, and suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available freely on the Internet and from commercial vendors"--

Publish Date
Publisher
Routledge
Language
English
Pages
197

Buy this book

Previews available in: English

Edition Availability
Cover of: Gaming the past

Add another edition?

Book Details


Edition Notes

Includes bibliographical references and index.

Published in
New York

Classifications

Dewey Decimal Class
907.1/2
Library of Congress
D16.255.S5 M37 2011, D16.3, D16.255.S5M37 2011, D16.255.S5 M37 2011eb

The Physical Object

Pagination
xii, 197 p. :
Number of pages
197

ID Numbers

Open Library
OL24905988M
Internet Archive
gamingpastusingv0000mcca
ISBN 10
0415887593, 0415887607, 0203831837
ISBN 13
9780415887595, 9780415887601, 9780203831830
LCCN
2011000556
OCLC/WorldCat
654316727, 787851341

Community Reviews (0)

Feedback?
No community reviews have been submitted for this work.

Lists

This work does not appear on any lists.

History

Download catalog record: RDF / JSON
April 8, 2023 Edited by ImportBot import existing book
December 12, 2022 Edited by MARC Bot import existing book
December 12, 2022 Edited by MARC Bot import existing book
August 2, 2020 Edited by ImportBot import existing book
July 30, 2011 Created by LC Bot import new book