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.







Learning Science Through Computer Games and Simulations


Book Description

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.




Essentials of Middle and Secondary Social Studies


Book Description

Building on the success of a much-loved elementary text, Essentials of Middle and Secondary Social Studies focuses on the key issues central to the actual teaching of middle and high school social studies, including lesson planning and inclusive instructional strategies. Written in an engaging, conversational style, the text encourages teachers in their development as professionals and enables them to effectively use creative and active learning strategies in the everyday classroom. Features of the book include: • A full chapter on lesson plans designed to provide middle and secondary social studies teachers with classroom tested lesson plans. The chapter includes two classroom tested lessons for each social science discipline---U.S. History, World History, Geography, Government, Economics, Psychology, & Sociology. • A chapter on technology that is designed to better prepare middle and secondary social studies teachers to effectively teach social studies with technology. Attention is given to digital history, media literacy, teaching with film and music, and numerous other types of impactful technology. • Each teaching methodology and lesson plan discusses how the strategy can be used to meet the individual needs of diverse learners, including English Language Learners and exceptional education students. • A section in each chapter provides various resources for further development. The section includes articles, books, and web resources. • Each chapter includes an “Extension” activity offering readers with the opportunity to extend the learning experience with relevant and meaningful real-life scenarios. • “Focus activities” give readers the opportunity to prepare for the learning experience with relevant and meaningful scenarios. • Covers current topics such as NCSS Standards, Common Core State Standards, Technology, Media, Skills, Character Education, and Literacy.




Research Anthology on Developments in Gamification and Game-Based Learning


Book Description

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.




Hands-On History: World History Activities


Book Description

Making learning fun and interactive is a surefire way to excite your social studies students. This book includes game-formatted activities for major historical topics. While the goal of these activities is to create excitement and to spark interest in further study, they are also standards based and include grading rubrics and ideas for assessment. Encouraging teamwork, creativity, intelligent reflection, and decision making, the games of Hands-on History Activities will help you take an active approach to teaching while inspiring your students to make their own explorations of history.




Essentials of Elementary Social Studies


Book Description

Essentials of Elementary Social Studies is a teacher friendly text that provides comprehensive treatment of classroom planning, instruction, and strategies. Praised for its dynamic approaches and a writing style that is conversational, personal, and professional, this text enables and encourages teachers to effectively teach elementary social studies using creative and active learning strategies. This sixth edition has been refined with new and relevant topics and strategies needed for effectively teaching elementary social studies. A few of new features include: An expanded chapter on the decision-making process in elementary social studies. This chapter provides additional discussion about the importance of helping young learners better understand the decision-making process and offers strategies for helping teachers make connections between choices, values, character development, and social justice. An updated chapter on technology designed to better prepare elementary teachers to effectively incorporate technology into social studies instruction. Attention is given to virtual teaching and learning, media literacy, teaching with film, and numerous other ways to improve teaching and learning in the digital age. Updated further readings and helpful resources for all chapters to include supplemental digital and video sources related to various topics throughout the chapter. New "Checking for Understanding" section at the end of each chapter that focuses on comprehension, application, and reflection on key concepts throughout the chapters. An updated chapter on lesson plans, in keeping with the book’s emphasis on planning and teaching. This chapter is designed to provide elementary social studies teachers with new classroom-tested lesson plans and includes two classroom-tested lessons for each grade level (K–6).







Small Teaching


Book Description

Employ cognitive theory in the classroom every day Research into how we learn has opened the door for utilizing cognitive theory to facilitate better student learning. But that's easier said than done. Many books about cognitive theory introduce radical but impractical theories, failing to make the connection to the classroom. In Small Teaching, James Lang presents a strategy for improving student learning with a series of modest but powerful changes that make a big difference—many of which can be put into practice in a single class period. These strategies are designed to bridge the chasm between primary research and the classroom environment in a way that can be implemented by any faculty in any discipline, and even integrated into pre-existing teaching techniques. Learn, for example: How does one become good at retrieving knowledge from memory? How does making predictions now help us learn in the future? How do instructors instill fixed or growth mindsets in their students? Each chapter introduces a basic concept in cognitive theory, explains when and how it should be employed, and provides firm examples of how the intervention has been or could be used in a variety of disciplines. Small teaching techniques include brief classroom or online learning activities, one-time interventions, and small modifications in course design or communication with students.




Digital Social Studies


Book Description

The world is ever changing and the way students experience social studies should reflect the environment in which they live and learn. Digital Social Studies explores research, effective teaching strategies, and technologies for social studies practice in the digital age. The digital age of education is more prominent than ever and it is an appropriate time to examine the blending of the digital age and the field of social studies. What is digital social studies? Why do we need it and what is its purpose? What will social studies look like in the future? The contributing authors of this volume seek to explain, through an array of ideas and visions, what digital social studies can/should look like, while providing research and rationales for why digital social studies is needed and important. This volume includes twenty-two scholarly chapters discussing relevant topics of importance to digital social studies. The twenty-two chapters are divided into two sections. This stellar collection of writings includes contributions from leading scholars like Cheryl Mason Bolick, Michael Berson, Elizabeth Washington, Linda Bennett, and many more.