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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.
Coverage of heritage and archeology in formal education is typically limited. These subjects are typically taught through specific and anecdotal activities that do not respond to a specific methodological foundation. School-museum relationships offer numerous benefits for design participation experiences with long-term perspectives in conducting systematic activities. The collaboration between the museum and school should be considered a maxim for the development of teaching-learning processes of history based on the students' investigation of their own reality and the immediate context of a lived culture using the archaeological heritage. School-Museum Relationships and Teaching Social Sciences in Formal Education paves the way for collaboration between museums and schools as a rule of conduct for the development of teaching and learning processes for the social sciences. This book focuses, from within the field of formal education, on the spaces in which learning takes place (school and archeological museums) to establish proposals for improvement in the teaching and learning of history, taking heritage education as a point of reference and heritage as a teaching resource. Covering topics such as interactive collaborative models, teaching and learning improvement, and the school-museum educational projects, this premier reference source is an excellent resource for museum educators, directors, educators and administrators of both K-12 and higher education, pre-service teachers, teacher educators, government officials, librarians, researchers, and academicians.
It is necessary to know the opinions, practices and expectations of teachers in training and in practicing, to improve teacher education programs. This Handbook addresses the challenges for the profession of teaching of history and geography, who, in several European countries such as Spain and France, share initial training and teaching in both disciplines. Researchers' contributions have been collected from eight countries. The majority of Spanish universities, eleven, have shared an extensive research project, but have also had the collaboration and participation of researchers from seven other countries: Brazil, Canada, China, Colombia, Portugal, Sweden and the United States. It is about collective work, in a network, rather than the sum of individual contributions.
Coverage of heritage and archeology in formal education is typically limited. These subjects are typically taught through specific and anecdotal activities that do not respond to a specific methodological foundation. School-museum relationships offer numerous benefits for design participation experiences with long-term perspectives in conducting systematic activities. The collaboration between the museum and school should be considered a maxim for the development of teaching-learning processes of history based on the students' investigation of their own reality and the immediate context of a lived culture using the archaeological heritage. School-Museum Relationships and Teaching Social Sciences in Formal Education paves the way for collaboration between museums and schools as a rule of conduct for the development of teaching and learning processes for the social sciences. This book focuses, from within the field of formal education, on the spaces in which learning takes place (school and archeological museums) to establish proposals for improvement in the teaching and learning of history, taking heritage education as a point of reference and heritage as a teaching resource. Covering topics such as interactive collaborative models, teaching and learning improvement, and the school-museum educational projects, this premier reference source is an excellent resource for museum educators, directors, educators and administrators of both K-12 and higher education, pre-service teachers, teacher educators, government officials, librarians, researchers, and academicians.
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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