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...
Κύριος συγγραφέας: | |
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Τύπος μέσου: | Ηλεκτρονική πηγή Άρθρο |
Γλώσσα: | Αγγλικά |
Έλεγχος διαθεσιμότητας: | HBZ Gateway |
Journals Online & Print: | |
Fernleihe: | Fernleihe für die Fachinformationsdienste |
Έκδοση: |
Sixteenth Century Journal Publishers, Inc.
2020
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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 |
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. |
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ISSN: | 2326-0726 |
Περιλαμβάνει: | Enthalten in: The sixteenth century journal
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