Using an Educational Computer Game to Teach History in a Pedagogical Laboratory
New Search | Print Abstract | E-mail Abstract | Full Text | Save to My Collections | Export Citation |
Williams, D., Lai, G., Ma, Y. & Prejean, L. (2008). Using an Educational Computer Game to Teach History in a Pedagogical Laboratory. In K. McFerrin et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2008 (pp. 1847-1852). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/27467.
Conference Information

Society for Information Technology & Teacher Education International Conference (SITE) 2008
Las Vegas, Nevada, USA
March 3, 2008
ISBN 1-880094-64-9
Karen McFerrin, Roberta Weber, Roger Carlsen & Dee Anna Willis
AACE
More Information on SITE
Table of Contents
Authors
Abstract
Many students are not motivated to learn history. In social studies classrooms, history is usually taught as facts to memorize, but not as one that provides students with opportunities to sharpen their analytical thinking skills. Researchers have used commercial games to teach world history. However, there were many issues in using the games in the classrooms. Much work is needed to address these issues and explore ways in integrating computer games into social studies classrooms. We described our efforts in using Making History to teach the World War II in a pedagogical laboratory where pre-service teachers developed and tried out innovative curriculum with the help of expert teachers. We also provided a rationale for the project, the procedures in preparing the pre-service teachers for the laboratory experience, the lessons delivered by the pre-service teachers, and the lessons we learned from this project.
Also Read
- Using Gaming Literacies to Cultivate New Literacies
- Ingredients of Educational Portals as Infrastructures for Informal Learning Activities
- Distributed e-Portfolios to Recognise Informal Learning
- Standards for Educational, Edutainment, and Developmentally Beneficial Computer Games
- Foundation for Measuring Engagement in Educational Games
- Engagement and knowledge sharing in a virtual learning community
- Educational Gaming as an Instructional Strategy
- The Connected Learning Space
- Students’ use of technologies to support formal and informal learning
- Digital selves: Preparing graduates for the virtual workplace
Tags
Add tagComments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.

New comment