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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Αποθηκεύτηκε σε:  
Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριος συγγραφέας: Miller Renberg, Lynneth (Συγγραφέας)
Τύπος μέσου: Ηλεκτρονική πηγή Άρθρο
Γλώσσα:Αγγλικά
Έλεγχος διαθεσιμότητας: HBZ Gateway
Journals Online & Print:
Φόρτωση...
Fernleihe:Fernleihe für die Fachinformationsdienste
Έκδοση: Sixteenth Century Journal Publishers, Inc. 2020
Στο/Στη: The sixteenth century journal
Έτος: 2020, Τόμος: 51, Σελίδες: 231-234
Άλλες λέξεις-κλειδιά:B Critical Thinking
B GAMIFICATION
B EDUCATIONAL games
B HISTORICAL distance
B online education
B GROUP work in education
Περιγραφή
Σύνοψη: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
Περιλαμβάνει:Enthalten in: The sixteenth century journal