Gaming the Past


Book Description

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.




It's a Matter of Fact


Book Description

In this new book from Routledge and MiddleWeb, author Angie Miller shows how you can turn your students into informed citizens by teaching them how to research effectively. In today’s information-saturated world research skills have moved beyond fact-finding, into fact-sifting, fact-sorting, and fact-assessing. Miller shows you how to help students check sources, take good notes, make use of information, and synthesize and present information across the subject areas. She also shows how to make research a daily practice, not a one-time essay or project. With examples and online handouts you can use immediately, this practical book is a valuable resource for educators seeking to engage students in their work and encourage them toward higher level thinking.




The Doolittle Family in America


Book Description

This work has been selected by scholars as being culturally important and is part of the knowledge base of civilization as we know it. This work is in the public domain in the United States of America, and possibly other nations. Within the United States, you may freely copy and distribute this work, as no entity (individual or corporate) has a copyright on the body of the work. Scholars believe, and we concur, that this work is important enough to be preserved, reproduced, and made generally available to the public. To ensure a quality reading experience, this work has been proofread and republished using a format that seamlessly blends the original graphical elements with text in an easy-to-read typeface. We appreciate your support of the preservation process, and thank you for being an important part of keeping this knowledge alive and relevant.




Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming


Book Description

In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.




The Education of Henry Adams


Book Description

One of the most well-known and influential autobiographies ever written, The Education of Henry Adams is told in the third person, as if its author were watching his own life unwind. It begins with his early life in Quincy, the family seat outside of Boston, and soon moves on to primary school, Harvard College, and beyond. He learns about the unpredictability of politics from statesmen and diplomats, and the newest discoveries in technology, science, history, and art from some of the most important thinkers and creators of the day. In essentially every case, Adams claims, his education and upbringing let him down, leaving him in the dark. But as the historian David S. Brown puts it, this is a “charade”: The Education’s “greatest irony is its claim to telling the story of its author’s ignorance, confusion, and misdirection.” Instead, Adams uses its “vigorous prose and confident assertions” to attack “the West after 1400.” For instance, industrialization and technology make Adams wonder “whether the American people knew where they were driving.” And in one famous chapter, “The Dynamo and the Virgin,” he contrasts the rise of electricity and the power it brings with the strength and resilience of religious belief in the Middle Ages. The grandson and great-grandson of two presidents and the son of a politician and diplomat who served under Lincoln as minister to Great Britain, Adams was born into immense privilege, as he knew well: “Probably no child, born in the year, held better cards than he.” After growing up a Boston Brahmin, he worked as a journalist, historian, and professor, moving in early middle age to Washington. Although Adams distributed a privately printed edition of a hundred copies of The Education for friends and family in 1907, it wasn’t published more widely until 1918, the year he died. The book won the Pulitzer Prize for biography in 1919, and in 1999 a Modern Library panel placed it first on its list of the best nonfiction books published in the twentieth century. This book is part of the Standard Ebooks project, which produces free public domain ebooks.




Outsourcing African Labor


Book Description

By the late eighteenth century, the ever-increasing British need for local labour in West Africa based on malarial, climatic, and manpower concerns led to a willingness of the British and Kru (West African labourers from Liberia) to experiment with free wage labour contracts. The Kru’s familiarity with European trade on the Kru Coast (modern Liberia) from at least the sixteenth century played a fundamental role in their decision to expand their wage earning opportunities under contract with the British. The establishment of Freetown in 1792 enabled the Kru to engage in systematized work for British merchants, ship captains, and naval officers. Kru workers increased their migration to Freetown establishing what appears to be their first permanent labouring community beyond their homeland on the Kru Coast. Their community in Freetown known as Krutown provided a readily available labour pool and ensured their regular employment on board British commercial ships and Royal Navy vessels circumnavigating the Atlantic and beyond. In the process, the Kru established a network of Krutowns and community settlements in many Atlantic ports including Cape Coast, Fernando Po, Ascension Island, Cape of Good Hope, and in the British Caribbean in Demerara and Port of Spain. Outsourcing African Labour in the Nineteenth Century: Kru Migratory Workers in Global Ports, Estates and Battlefields structures the fragmented history of Kru workers into a coherent global framework. The migration of Kru workers in the Atlantic, Indian and Pacific Oceans, in commercial and military contexts represents a movement of free wage labour that transformed the Kru Coast into a homeland that nurtured diasporas and staffed a vast network of workplaces. As the Kru formed permanent and transient working communities around the Atlantic and in the British Caribbean, they underwent several phases of social, political, and economic innovation, which ultimately overcame a decline in employment in their homeland on the Kru Coast by the end of the nineteenth century by increasing employment in their diaspora. There were unique features of the Kru migrant labour force that characterized all phases of its expansion. The migration was virtually entirely male, and at a time when slavery was widespread and the slave trade was subjected to the abolition campaign of the British Navy, Kru workers were free with an expertise in manning seaborne craft and porterage. Kru carried letters from previous captains as testimonies of their reliability and work ethic or they worked under the supervision of experienced workers who effectively served as references for employment. They worked for contractual periods of between six months and five years for which they were paid wages. The Kru thereby stand out as an anomaly in the history of Atlantic trade when compared with the much larger diasporas of enslaved Africans.







Critical Gaming: Interactive History and Virtual Heritage


Book Description

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.







Manual of Patriotism


Book Description