Project-Based Pedagogy in a Pandemic

The author discusses the use of game creation as a teaching tool in online education. She mentions how gamification can teach historical perspective and critical thinking, how the group work originally begun in class carried over to the online environment, and challenges faced by both the students a...

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Detalhes bibliográficos
Autor principal: Miller Renberg, Lynneth (Author)
Tipo de documento: Recurso Electrónico Artigo
Idioma:Inglês
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Fernleihe:Fernleihe für die Fachinformationsdienste
Publicado em: Sixteenth Century Journal Publishers, Inc. 2020
Em: The sixteenth century journal
Ano: 2020, Volume: 51, Páginas: 231-234
Outras palavras-chave:B Critical Thinking
B GAMIFICATION
B EDUCATIONAL games
B HISTORICAL distance
B online education
B GROUP work in education
Descrição
Resumo:The author discusses the use of game creation as a teaching tool in online education. She mentions how gamification can teach historical perspective and critical thinking, how the group work originally begun in class carried over to the online environment, and challenges faced by both the students and the teacher.
ISSN:2326-0726
Obras secundárias:Enthalten in: The sixteenth century journal