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  1. Teaching the Middle Ages through modern games
    using, modding and creating games for education and impact
    Beteiligt: Houghton, Robert (HerausgeberIn)
    Erschienen: [2022]; © 2022
    Verlag:  De Gruyter Oldenbourg, Berlin

    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... mehr

    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    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 can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Inhaltsverzeichnis (lizenzpflichtig)
    Quelle: Verbundkataloge
    Beteiligt: Houghton, Robert (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Konferenzschrift
    Format: Druck
    ISBN: 9783110711967; 3110711966
    Weitere Identifier:
    9783110711967
    RVK Klassifikation: NB 8100
    Körperschaften/Kongresse: International Medieval Congress (2019, Leeds)
    Schriftenreihe: Video games and the humanities ; volume 11
    Schlagworte: Middle Ages; Simulation games in education; Gamification; Educational technology; Educational technology; Gamification; Middle Ages - Study and teaching - Audio-visual aids; Simulation games in education
    Umfang: VIII, 306 Seiten, Illustrationen, 24 x 16 cm
    Bemerkung(en):

    "This volume emerged from a conference strand at the International Medieval Congress at the University of Leeds in 2019" (Acknowledgements)

  2. Teaching the Middle Ages through modern games
    using, modding and creating games for education and impact
    Beteiligt: Houghton, Robert (Hrsg.)
    Erschienen: [2022]; © 2022
    Verlag:  De Gruyter Oldenbourg, Berlin

    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... mehr

     

    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 can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Hinweise zum Inhalt
    Inhaltsverzeichnis (lizenzpflichtig)
    Quelle: Verbundkataloge
    Beteiligt: Houghton, Robert (Hrsg.)
    Sprache: Englisch
    Medientyp: Konferenzschrift
    Format: Druck
    ISBN: 9783110711967; 3110711966
    Weitere Identifier:
    9783110711967
    RVK Klassifikation: NB 8100
    DDC Klassifikation: Geschichte Europas (940); Bildung und Erziehung (370); Spiele und Freizeitaktivitäten für drinnen (793)
    Körperschaften/Kongresse: International Medieval Congress (2019, Leeds)
    Schriftenreihe: Video games and the humanities ; volume 11
    Schlagworte: Middle Ages; Simulation games in education; Gamification; Educational technology; Educational technology; Gamification; Middle Ages - Study and teaching - Audio-visual aids; Simulation games in education
    Umfang: VIII, 306 Seiten, Illustrationen, 24 x 16 cm
    Bemerkung(en):

    "This volume emerged from a conference strand at the International Medieval Congress at the University of Leeds in 2019" (Acknowledgements)

  3. Teaching the Middle Ages through modern games
    using, modding and creating games for education and impact
    Beteiligt: Houghton, Robert (Herausgeber)
    Erschienen: [2022]
    Verlag:  De Gruyter Oldenbourg, Berlin

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Beteiligt: Houghton, Robert (Herausgeber)
    Sprache: Englisch
    Medientyp: Konferenzschrift
    Format: Druck
    ISBN: 9783110711967; 3110711966
    Weitere Identifier:
    9783110711967
    Körperschaften/Kongresse: International Medieval Congress (2019, Leeds)
    Schriftenreihe: Video games and the humanities ; volume 11
    Schlagworte: Mittelalter; Geschichtsunterricht; Lernspiel; Computerspiel
    Weitere Schlagworte: (Produktform)Hardback; (Zielgruppe)Fachpublikum/ Wissenschaft; (Zielgruppe)Fachpublikum/ Wissenschaft; (BISAC Subject Heading)HIS035000; (BISAC Subject Heading)HIS000000: HIS000000 HISTORY / General; (BISAC Subject Heading)HIS037010: HIS037010 HISTORY / Medieval; (BIC subject category)HBA: History: theory & methods; (BIC subject category)HBLC: Early history: c 500 to c 1450/1500; (BIC subject category)HBLC1: Medieval history; (BIC subject category)HBTB: Social & cultural history; Spiel; Lernspiel; Erziehung; Bildung; Education; Educational games; Games; (BISAC Subject Heading)HIS035000; (VLB-WN)1550: Hardcover, Softcover / Geschichte; education; educational games; video games; Array; (BISAC Subject Heading)HIS035000: HIS035000 HISTORY / Study & Teaching
    Umfang: VIII, 306 Seiten, Illustrationen, 24 cm, 588 g
    Bemerkung(en):

    "This volume emerged from a conference strand at the International Medieval Congress at the University of Leeds in 2019." (Acknowledgements)

  4. Teaching the Middle Ages through Modern Games
    Using, Modding and Creating Games for Education and Impact
    Beteiligt: Houghton, Robert (Hrsg.)
    Erschienen: 2022
    Verlag:  De Gruyter Oldenbourg, Berlin

    Verbund der Öffentlichen Bibliotheken Berlins - VÖBB
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Beteiligt: Houghton, Robert (Hrsg.)
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9783110711967; 3110711966
    Weitere Identifier:
    9783110711967
    Auflage/Ausgabe: 1
    Schriftenreihe: Video games and the humanities ; Volume 11
    Schlagworte: Mittelalter; Geschichtsunterricht; Lernspiel; Computerspiel
    Umfang: VIII, 306 Seiten, Illustrationen, 23 cm x 15.5 cm, 588 g
    Bemerkung(en):

    Erscheint auch als Online-Ausgabe 9783110712032 (ISBN)

    Erscheint auch als Online-Ausgabe 9783110712117 (ISBN)