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Book details

Gaming the past

using video games to teach secondary history

by Jeremiah B. McCall

Published 2011197 pagesISBN 978-0-4158-8759-5

"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"-- "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 helps social studies teachers and teacher educators implement this unique and engaging new pedagogy. It 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 include: - Talking to colleagues, administrators, parents, and students about the theoretical, practical, and 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 that can incorporate 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 Gaming the Past also includes sample unit and lesson plans, worksheets, and suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available freely on the Internet and from commercial vendors"--

Beyond its central premise, the book can be read through the connected lenses of Nonfiction. Those themes offer useful points of attention as the characters, ideas, or world develop, especially where the book complicates the expectations of its primary category.

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Themes to notice

Nonfiction

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Content notes

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Reading experience

Dark tone · Measured pace

Works well for a focused weekend or a few concentrated sittings.

Who it may suit

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Readers who want a thoughtful experience and enjoy noticing the connections beneath a book’s surface story.

At a glance

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ToneDark
LuminousDark

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Gaming the pastJeremiah B. McCall
Powerful5/5

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Before you choose

A quick reading snapshot

Edition facts and catalog signals to help you decide whether this book fits what you want to read next.

Reading lengthA shorter read197 pages in this edition
Publication eraModernFirst published or edition dated 2011
Primary categoryNonfictionExplore similar books below
ISBN-13
978-0-4158-8759-5
Language
English
Edition record
OL24905988M
BookenDeX editorial lens

A more thoughtful way into this book

This guide uses the edition details and category signals above to help you choose deliberately. It does not replace the author's work or a full review.

Good to know

Works well for a focused weekend or a few concentrated sittings.

Begin with its place in Nonfiction, then notice where the book resists that label.

Try this reading approach

Read for connection, not completion.

Mark one passage that sharpens the book's central concern and one that complicates it. That tension often reveals more than a quick summary.

Three questions to carry with you

  1. Whose perspective organizes the story, and whose perspective remains outside it?
  2. Which sources or lived experiences carry the author’s central argument?
  3. How does the book change the way you understand its larger subject?

Editorial framework by Wesley Bryan, BookenDeX Founder and Editor.