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Book

Gaming the Past

Book

Gaming the Past

DOI link for Gaming the Past

Gaming the Past book

Using Video Games to Teach Secondary History

Gaming the Past

DOI link for Gaming the Past

Gaming the Past book

Using Video Games to Teach Secondary History
ByJeremiah McCall
Edition 1st Edition
First Published 2011
eBook Published 24 May 2011
Pub. Location New York
Imprint Routledge
DOI https://doi.org/10.4324/9780203831830
Pages 216
eBook ISBN 9780203831830
Subjects Education, Humanities
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McCall, J. (2011). Gaming the Past: Using Video Games to Teach Secondary History (1st ed.). Routledge. https://doi.org/10.4324/9780203831830

ABSTRACT

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.

TABLE OF CONTENTS

chapter |7 pages

Introduction

chapter 1|14 pages

Why Play Historical Simulation Games? Making the Case to Administrators, Parents, Colleagues,

chapter 2|9 pages

What Makes a Valid Simulation Game?

chapter 3|29 pages

Matching Genres of Historical Simulation Games to History and Social Studies Curricular Content

chapter 4|32 pages

Instructional Strategies

chapter 5|41 pages

Putting It All Together: Learning Exercises, Assessments, and Sample Lesson Plans

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