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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Bibliographische Detailangaben
1. VerfasserIn: Miller Renberg, Lynneth (VerfasserIn)
Medienart: Elektronisch Aufsatz
Sprache:Englisch
Verfügbarkeit prüfen: HBZ Gateway
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Veröffentlicht: Sixteenth Century Journal Publishers, Inc. 2020
In: The sixteenth century journal
Jahr: 2020, Band: 51, Seiten: 231-234
weitere Schlagwörter:B Critical Thinking
B GAMIFICATION
B EDUCATIONAL games
B HISTORICAL distance
B online education
B GROUP work in education
Beschreibung
Zusammenfassung: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
Enthält:Enthalten in: The sixteenth century journal