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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Bibliographic Details
Main Author: Miller Renberg, Lynneth (Author)
Format: Electronic Article
Language:English
Check availability: HBZ Gateway
Interlibrary Loan:Interlibrary Loan for the Fachinformationsdienste (Specialized Information Services in Germany)
Published: 2020
In: The sixteenth century journal
Year: 2020, Volume: 51, Pages: 231-234
Further subjects:B Critical Thinking
B GAMIFICATION
B EDUCATIONAL games
B HISTORICAL distance
B online education
B GROUP work in education
Online Access: Volltext (Lizenzpflichtig)
Description
Summary: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
Contains:Enthalten in: The sixteenth century journal