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Indigo Designing Historical Games for Classrooms: A Practical Guide Educators | Erin Mills Town Centre
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Designing Historical Games for Classrooms: A Practical Guide for Educators is a complete introductory guide for designing analog games and interactive choice-based historical texts for history classes. It is designed to support educators who want to design games or who want to guide and assess student game-making projects in history class. The chapters in this book lead the educator designer through a range of topics, including the core features of historical games, the educational power of using historical games to study history, and the role of playing and designing analog games and choice-based texts in the classroom. It also shows how to design historical analog games (such as boardgames, card games, roleplaying games, and choice-based historical text games designed with Twine) using the Historical Problem
Space Framework as a practical design guide to structure, teach, guide, manage, and assess student-designed historical game projects, both analog games and choice-based texts. This book provides sample plans, guidelines, and rubrics for fully implementing student-designed historical game projects, and detailed examples throughout this text-from tabletop and choice-based text games-provide practical help for teachers and students. This applied guidebook will be essential reading for pre-service and in-service teachers of Social Studies and History Education. It is a guide for any educator who is looking to design historical games for classroom learning or have their students engage in the critical learning of historical game design.
Designing Historical Games for Classrooms: A Practical Guide for Educators is a complete introductory guide for designing analog games and interactive choice-based historical texts for history classes. It is designed to support educators who want to design games or who want to guide and assess student game-making projects in history class. The chapters in this book lead the educator designer through a range of topics, including the core features of historical games, the educational power of using historical games to study history, and the role of playing and designing analog games and choice-based texts in the classroom. It also shows how to design historical analog games (such as boardgames, card games, roleplaying games, and choice-based historical text games designed with Twine) using the Historical Problem
Space Framework as a practical design guide to structure, teach, guide, manage, and assess student-designed historical game projects, both analog games and choice-based texts. This book provides sample plans, guidelines, and rubrics for fully implementing student-designed historical game projects, and detailed examples throughout this text-from tabletop and choice-based text games-provide practical help for teachers and students. This applied guidebook will be essential reading for pre-service and in-service teachers of Social Studies and History Education. It is a guide for any educator who is looking to design historical games for classroom learning or have their students engage in the critical learning of historical game design.
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