Gaming the Past Using Video Games to Teach Secondary History 2nd Edition by Jeremiah Mccall – Ebook PDF Instant Download/Delivery: 1032223472, 978-1032223476
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Product details:
ISBN 10: 1032223472
ISBN 13: 978-1032223476
Author: Jeremiah McCall
Gaming the Past Using Video Games to Teach Secondary History 2nd Table of contents:
1. Why Play and Study Historical Games?
Making the Case to Administrators, Parents, Colleagues, and Students
What Is It We Teach When We Teach History?
Doing History in Many Media
The Goals of History Education in the 21st Century
Talking Points: Video Games as Important New Media and Participatory Public History
Talking Points: Historical Games and Human Agency—Choices and Actions within Systems
Talking Points: Historical Games as Tools for Questioning and Criticism
Talking Points: The Importance of Procedural Literacy and Humanities Engagement with Technology
Talking Points: Games and Critical Reading/Writing Exercises
The Missing Talking Point: Engagement, Not Just Fun, in Games
References
2. How Do Historical Games Represent the Past?
Historical Games as Historical Problem Spaces
Debating the Game Version of History: The Whole Point
What is a Historical Game?
Historical Accuracy and Defensible Analogies: Comparing Games to Historical Records
A Brief Note on Video Game Visuals
Case Studies of Four Game Series: Assassin’s Creed, Age of Empires, The Political Machine, Civilization
References
3. Genres of Historical Games and Academic Standards
Strengths and Limitations of History Games for Secondary Education
Organizing Time: Turn-Based vs. Real-Time Games
Genres of Historical Games: Civilization & 4X Games, Assassin’s Creed & Third-Person Action/Adventure Games, Puzzle Adventures, First-Person Shooters/Narrative Games, Age of Empires & Base-Building RTS, Total War Series: Turn-Based and Real-Time Hybrids, Paradox Development Studios: Real-Time Grand Strategy, City Builders, Turn-Based and Real-Time War Games, Politics and Government Games
References
4. Instructional Strategies for Purposeful Play
Designing Learning Environments
Introducing Historical Game Studies to Students
The Core Historical Gameplay Learning Loop: Step 1—Studying Historical and Social Studies Material in Relation to Games, Step 1A—Preparing for Sensitive Historical Content, Step 2—Planning for Student Access and Gameplay Learning, Step 3—Purposeful Play and Game Observation/Analysis, Step 4—Reflection and Debriefing
References
5. The Real Historical Learning: Assignments and Assessments
A Note on Creating Rubrics for Assessment
Exercises Within the Purposeful Play Loop: Vocabulary Lists, Content Lists, and Worksheets, Game Journals/Blogs, Game Description, Reflection, and Analysis Exercises, Diagrams of Game Systems, Variables, and Problem Spaces, Analytical Essays on Core Gameworld Models, Exercises in Historical Imagination, Game Criticism, Evaluation, and Reflection Exercises, Brief Research Assignments, Annotated Screenshots for Criticism and Analysis, Webpage Analysis and Game Design Proposals, Complementary Writing Assignments
References
6. Putting It All Together: Lesson and Unit Plans for Historical Game Studies
Determining Time Requirements
General Lesson and Unit Formats
Final Thoughts
References
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Jeremiah McCall,Using Video Games,Teach Secondary History