"This book aims to further a debate about aspects of 'playing' and 'gaming' in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from…
This book aims to further a debate about aspects of "playing" and "gaming" in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from …
A quantitative study of historical videogames (1981-2015) / Yannick Rochat -- "The British Empire would gain new strength from nursery floors" : depictions of travel and place in nineteenth-century British board games / Holly Nielsen -- Designing and using digital games as histo…
This book aims to further a debate about aspects of "playing" and "gaming" in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from …
A quantitative study of historical videogames (1981-2015) / Yannick Rochat -- "The British Empire would gain new strength from nursery floors" : depictions of travel and place in nineteenth-century British board games / Holly Nielsen -- Designing and using digital games as histo…
"This book aims to further a debate about aspects of 'playing' and 'gaming' in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from…
"This book aims to further a debate about aspects of 'playing' and 'gaming' in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from…
"This book aims to further a debate about aspects of 'playing' and 'gaming' in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from…
This book aims to further a debate about aspects of "playing" and "gaming" in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from …
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They c…
Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They c…
"All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning."
"When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. This book examines the learning value of a wide variety of games across multiple disciplines"--
"When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. This book examines the learning value of a wide variety of games across multiple disciplines"--
"This book gathers knowledges, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills including game-based learning (gamification, educational Escape Rooms, etc.), online learning …
"This book gathers knowledges, skills, abilities, and capabilities on innovative and disruptive methodologies that can be applied in all educational levels to foster transversal skills including game-based learning (gamification, educational Escape Rooms, etc.), online learning …