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Gaming the Past Using Video Games to Teach Secondary History

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: (1) Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games; (2) Selecting simulation games that are aligned to curricular goals; (3) Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations; (4) Planning lessons and implementing instructional strategies; (5) Identifying and avoiding common pitfalls; and (6) 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. Contained in this book are the following chapters: (1) Why Play Historical Simulation Games: Making the Case to Administrators, Parents, Colleagues, and Students; (2) What Makes a Valid Simulation Game? (3) Matching Genres of Historical Simulation Games to History and Social Studies Curricular Content; (4) Instructional Strategies; and (5) Putting it all together: Learning Exercises, Assessments, and Sample Lesson Plans.

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  • ""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"--"
  • "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: (1) Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games; (2) Selecting simulation games that are aligned to curricular goals; (3) Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations; (4) Planning lessons and implementing instructional strategies; (5) Identifying and avoiding common pitfalls; and (6) 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. Contained in this book are the following chapters: (1) Why Play Historical Simulation Games: Making the Case to Administrators, Parents, Colleagues, and Students; (2) What Makes a Valid Simulation Game? (3) Matching Genres of Historical Simulation Games to History and Social Studies Curricular Content; (4) Instructional Strategies; and (5) Putting it all together: Learning Exercises, Assessments, and Sample Lesson Plans."@en
  • "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."@en
  • "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.--Résumé de l'éditeur."

http://schema.org/genre

  • "Guides - Classroom - Teacher"@en
  • "Electronic books"@en
  • "Books"@en

http://schema.org/name

  • "Gaming the Past Using Video Games to Teach Secondary History"@en
  • "Gaming the past : using video games to teach secondary history"
  • "Gaming the past using video games to teach secondary history"@en
  • "Gaming the Past: Using Video Games to Teach Secondary History"@en
  • "Gaming the past [electronic resource]"@en