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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 book is unique in providing pedagogical examples and case
studies of intersecting topics across European history education.
The book is a result of a large-scale European Erasmus project
between historians and researchers in history education and will be
published open access. The book provides epistemological,
methodological and content tools for the teaching of history in a
way that promotes civic engagement, awareness of social issues and
democratic values.
The book is unique in providing pedagogical examples and case
studies of intersecting topics across European history education.
The book is a result of a large-scale European Erasmus project
between historians and researchers in history education and will be
published open access. The book provides epistemological,
methodological and content tools for the teaching of history in a
way that promotes civic engagement, awareness of social issues and
democratic values.
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.
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