
Gaming the Past
Using Video Games to Teach Secondary History
Jeremiah McCall(Author)
Routledge (Publisher)
1st Edition
Published on 16. May 2011
Book
Hardback
216 pages
978-0-415-88759-5 (ISBN)
Article exhausted; check for reprint
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.
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.
Reviews / Votes
"Gaming the Past makes a compelling case that computer-based historical simulation games are a legitimate and important curriculum resource for 21st-century learning that goes beyond hipness or novelty to foster the rich and rigorous critical analysis, interpretation, and synthesis skills that are so fundamental to a robust democracy. For the unsure and convinced history teacher or teacher educator, this is a worthwhile read and handy guide."-The History Teacher
"One of the most comprehensive resources I have found. Whether providing a rationale for parents and administrators to actual lesson plans, this book is 'one stop shopping' for digital game use in the social studies classroom."
--Phillip J. VanFossen, James F. Ackerman Professor of Social Studies Education and
Director, Ackerman Center for Democratic Citizenship, College of Education, Purdue University
"Jeremiah McCall provides a compelling argument for integrating historical simulations in the secondary history classroom. The reader will come away with a true appreciation and understanding of why simulation games are efficacious pedagogical strategies/technologies for teaching students."
--D. Antonio Cantu, Professor and Chair of Teacher Education, Bradley University
"Gaming the Past is a model example of reflective research, makes enormous contributions to the field, and makes an exceptional text for education courses with pre and in service teachers."-Teachers College Record
More details
Language
English
Place of publication
London
United Kingdom
Publishing group
Taylor & Francis Ltd
Target group
College/higher education
Illustrations
16 s/w Photographien bzw. Rasterbilder, 33 s/w Tabellen
33 Tables, black and white; 16 Halftones, black and white
Dimensions
Height: 229 mm
Width: 152 mm
Weight
560 gr
ISBN-13
978-0-415-88759-5 (9780415887595)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
New editions

Book
11/2022
2nd Edition
Routledge
€185.90
Shipment within 10-20 days
Additional editions

Book
05/2011
1st Edition
Routledge
€73.31
Article exhausted; check for reprint
Person
Jeremiah McCall, Ph.D, teaches secondary history at Cincinnati Country Day School. He has been involved in the study and use of simulation games in history education for nearly a decade and is a frequent presenter on the topic at teaching conferences including Education Arcade and Games and Learning Society.
Content
Why Play Historical Simulation Games: Making the Case to Administrators, Parents, Colleagues, and Students
What Makes a Valid Simulation Game?
Matching Genres of Historical Simulation Games to History and Social Studies Curricular Content
Instructional Strategies
Putting it all together: Learning Exercises, Assessments, and Sample Lesson Plans
What Makes a Valid Simulation Game?
Matching Genres of Historical Simulation Games to History and Social Studies Curricular Content
Instructional Strategies
Putting it all together: Learning Exercises, Assessments, and Sample Lesson Plans