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050 4 _aD16.255.C65
_bP37 2014
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049 _aN$TA
245 0 0 _aPastplay :
_bteaching and learning history with technology /
_cKevin Kee, editor.
246 3 0 _aPast play
246 3 0 _aTeaching and learning history with technology
264 1 _aAnn Arbor :
_bUniversity of Michigan Press,
_c[2014]
264 4 _c©2014
300 _a1 online resource (viii, 338 pages) :
_billustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
490 1 _aDigital humanities
504 _aIncludes bibliographical references and index.
505 0 0 _tWhat has mystery got to do with it? /
_rRuth Sandwell and John Sutton Lutz --
_t"Why can't you just tell us?" : learning Canadian history with the Virtual Historian /
_rStéphane Lévesque --
_tInteractive worlds as educational tools for understanding Arctic life /
_rRichard Levy and Peter Dawson --
_tTecumseh lies here : goals and challenges for a pervasive history game in progress /
_rTimothy Compeau and Robert MacDougall --
_tThe hermeneutics of screwing around; or what you do with a million books /
_rStephen Ramsay --
_tAbort, retry, pass, fail : games as teaching tools /
_rSean Gouglas, Mihaela Ilovan, Shannon Lucky, and Silvia Russell --
_tLudic algorithms /
_rBethany Nowviskie --
_tMaking and playing with models : using rapid prototyping to explore the history and technology of stage magic /
_rWilliam J. Turkel and Devon Elliott --
_tContests for meaning : playing King Philip's War in the twenty-first century /
_rMatthew Kirscenbaum --
_tRolling your own : on modding commercial games for educational goals /
_rShawn Graham --
_tSimulation games and the study of the past : classroom guidelines /
_rJeremiah McCall --
_tPlaying into the past : reconsidering the educational promise of public history exhibits /
_rBrenda Trofanenko --
_tTeaching history in an age of pervasive computing : the case for games in the high school and undergraduate classroom /
_rKevin Kee and Shawn Graham --
_tVictorian SimCities : playful technology on Google Earth /
_rPatrick Dunae and John Sutton Lutz --
_tTrue facts or false facts --
_twhich are more authentic /
_rT. Mills Kelly.
520 _a"In the field of history, the Web and other technologies have become important tools in research and teaching of the past. Yet the use of these tools is limited--many historians and history educators have resisted adopting them because they fail to see how digital tools supplement and even improve upon conventional tools (such as books). In Pastplay, a collection of essays by leading history and humanities researchers and teachers, editor Kevin Kee works to address these concerns head-on. How should we use technology? Playfully, Kee contends. Why? Because doing so helps us think about the past in new ways; through the act of creating technologies, our understanding of the past is re-imagined and developed. From the insights of numerous scholars and teachers, Pastplay argues that we should play with technology in history because doing so enables us to see the past in new ways by helping us understand how history is created; honoring the roots of research, teaching, and technology development; requiring us to model our thoughts; and then allowing us to build our own understanding."--
_cprovided by publisher
588 0 _aPrint version record.
546 _aEnglish.
506 0 _aOpen Access
_5EbpS
650 0 _aHistory
_xStudy and teaching
_xTechnological innovations.
_929100
650 0 _aHistory
_xStudy and teaching (Higher)
_xTechnological innovations.
_929101
650 7 _aEducation.
_2bicssc
650 7 _aTeaching of a specific subject.
_2bicssc
_929102
650 7 _aHISTORY
_xStudy & Teaching.
_2bisacsh
_929103
650 7 _aEDUCATION
_xGeneral.
_2bisacsh
655 0 _aElectronic books.
655 4 _aElectronic books.
700 1 _aKee, Kevin B.
_q(Kevin Bradley),
_d1969-
_eeditor.
_916778
776 0 8 _iPrint version:
_tPastplay.
_dAnn Arbor : University of Michigan Press, [2014]
_z0472035959
_w(DLC) 2012474564
_w(OCoLC)869345882
830 0 _aDigital humanities (Ann Arbor, Mich.)
856 4 0 _3EBSCOhost
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