Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

Cases on Historical Thinking and Gamification in Social Studies and Humanities Education PDF Author: Martínez-Hita, María
Publisher: IGI Global
ISBN: 1668452413
Category : Education
Languages : en
Pages : 360

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Book Description
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.

Cases on Historical Thinking and Gamification in Social Studies and Humanities Education

Cases on Historical Thinking and Gamification in Social Studies and Humanities Education PDF Author: Martínez-Hita, María
Publisher: IGI Global
ISBN: 1668452413
Category : Education
Languages : en
Pages : 360

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Book Description
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.

The World of Games: Technologies for Experimenting, Thinking, Learning

The World of Games: Technologies for Experimenting, Thinking, Learning PDF Author: Daria Bylieva
Publisher: Springer Nature
ISBN: 3031480163
Category : Computers
Languages : en
Pages : 420

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Book Description
This book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games PDF Author: Correia, Anacleto
Publisher: IGI Global
ISBN: 1668491672
Category : Business & Economics
Languages : en
Pages : 459

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Book Description
How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

Advances and New Perspectives in Higher Education Quality

Advances and New Perspectives in Higher Education Quality PDF Author: Maria Esteban
Publisher: Frontiers Media SA
ISBN: 2832548202
Category : Science
Languages : en
Pages : 185

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Book Description
The changes that have occurred in today's society require Higher Education to be highly efficient in the academic and professional preparation of young people who enter university. For that reason, universities around the globe have been advocating in recent years for an improvement in the quality of teaching-learning processes. As an example, the World University Consortium (2023) currently presents, among its most urgent and priority objectives, the identification of the best evaluative practices of the educational processes that are carried out at the University, as well as the recognition of the actions aimed at improving educational processes based on scientific evidence. In this way, it seeks to distinguish all those educational actions that are at the forefront; going from actions at the micro level, such as individual teaching practices in the classroom (such as the application of the flipped classroom or the use of augmented reality); up to actions taken at the macro level such as those proposed in the Horizon Europe 2020 strategy.

Doing History

Doing History PDF Author: Linda S. Levstik
Publisher: Psychology Press
ISBN: 0805850724
Category : Education
Languages : en
Pages : 240

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Book Description
Doing History: Investigating With Children in Elementary and Middle Schools, Third Edition offers a unique perspective on history instruction in the elementary and middle grades. Through case studies of teachers and students in diverse classrooms and from diverse backgrounds, the text shows children engaging in authentic historical investigations, often in the context of an integrated social studies curriculum. The authors begin with the assumption that children can engage in valid forms of historical inquiry-collecting and analyzing data, examining the perspectives of people in the past, considering multiple interpretations, and creating evidence-based historical accounts. Vignettes in each chapter show communities of teachers and students doing history in environments rich in literature, art, writing, discussion, and debate. Teachers and students are shown working together to frame and investigate meaningful historical questions. Students write personal and family histories, analyze primary and secondary sources, examine artifacts, conduct interviews, and create interpretations through drama, narrative, and the arts. The grounding of this book in contemporary sociocultural theory and research makes it particularly useful as a social studies methods text. In each chapter, the authors explain how the teaching demonstrated in the vignettes reflects basic principles of contemporary learning theory; thus they not only provide specific examples of successful activities, but place them in a theoretical context that allows teachers to adapt and apply them in a wide variety of settings. Features include: *Classroom vignettes. Rather than a "cookbook" of lesson ideas, this text illustrates the possibilities (and obstacles) of meaningful teaching and learning in real classroom settings. *Inquiry-oriented instruction. The approaches shown in the classrooms portrayed derive from current theory and research in the field of history education. This text is not a hodge-podge of activities, but a consistent and theoretically grounded illustration of meaningful history instruction. *Diversity of perspectives. This is emphasized in two ways. First, the text helps students look at historical events and trends from multiple perspectives. Second, the classrooms illustrated throughout the book include teachers and students from a variety of backgrounds--this gives the book widespread appeal to educators in a range of settings. *Assessment. Teachers are provided with clear guidance in using multiple forms of assessment to evaluate the specifically historical aspects of children's learning. New in the Third Edition: *Greater attention is given to the role of history education in preparing students for participation in a pluralist democracy. *Connections are made between instructional activities and the aims of citizenship, reflecting the authors' view that history should contribute to deliberation over an evolving common good. *Examples are provided of techniques for scaffolding discussion about controversial issues and for grounding that discussion in historical study. *International comparisons are included to encourage reflection on the range of perspectives on history education across cultures. *Bibliographies are updated to incorporate new scholarship on historical thinking and learning. *New resources are included for children's literature that supports good teaching.

Inquiry-Based Practice in Social Studies Education

Inquiry-Based Practice in Social Studies Education PDF Author: S.G. Grant
Publisher: Taylor & Francis
ISBN: 1351692232
Category : Education
Languages : en
Pages : 139

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Book Description
Written by the lead authors of the C3 Framework, Inquiry-Based Practice in Social Studies Education: Understanding the Inquiry Design Model presents a conceptual base for shaping the classroom experience through inquiry-based teaching and learning. Using their Inquiry Design Model (IDM), the authors present a field-tested approach for ambitious social studies teaching. They do so by providing a detailed account of inquiry’s scholarly roots, as well as the rationale for viewing questions, tasks, and sources as inquiry’s foundational elements. Based on work done with classroom teachers, university faculty, and state education department personnel, this book encourages readers to transform classrooms into places where inquiry thrives as everyday practice. Both pre-service and in-service teachers are sure to learn strategies for developing the reinforcing elements of IDM, from planning inquiries to communicating conclusions and taking informed action. The curricular and pedagogical examples included make this practical book essential reading for researchers, students of pre-service and in-service methods courses, and professional development programs.

Reading Like a Historian

Reading Like a Historian PDF Author: Sam Wineburg
Publisher: Teachers College Press
ISBN: 0807772372
Category : Education
Languages : en
Pages : 169

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Book Description
This practical resource shows you how to apply Sam Wineburgs highly acclaimed approach to teaching, "Reading Like a Historian," in your middle and high school classroom to increase academic literacy and spark students curiosity. Chapters cover key moments in American history, beginning with exploration and colonization and ending with the Cuban Missile Crisis.

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning PDF Author: Lane, Carol-Ann
Publisher: IGI Global
ISBN: 1799872734
Category : Language Arts & Disciplines
Languages : en
Pages : 958

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Book Description
Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

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Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Teaching in a Digital Age

Teaching in a Digital Age PDF Author: A. W Bates
Publisher:
ISBN: 9780995269231
Category :
Languages : en
Pages :

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Book Description