Engaging the Past: Action and Interaction in the History Classroom

Engaging the Past: Action and Interaction in the History Classroom

Engaging the Past: Action and Interaction in the History Classroom

Engaging the Past: Action and Interaction in the History Classroom

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Overview

Engaging the Past: Action and Interaction in the History Classroom provides practical steps toward using engaging strategies in the classroom to teach students to think historically. These strategies include an approach developed by the author called “The You Decide! Lecture,” and innovative ways to use board games and role-playing games in the history classroom. The goal is not simply to add window dressing to fundamentally dull lessons, but rather to re-examine how teachers think about students as learners of history. This book follows the growing trend within historical pedagogy to care less about content coverage and more about deep engagement, student learning, and the importance of historical thinking. The students in our classrooms today are the history teachers of tomorrow and awakening them to the exciting complexities of the past is critical to keep the study of history thriving.


Product Details

ISBN-13: 9781475870060
Publisher: Rowman & Littlefield Publishers, Inc.
Publication date: 03/02/2024
Series: Teaching History Today and in the Future
Pages: 146
Product dimensions: 5.95(w) x 8.96(h) x 0.34(d)

About the Author

About The Author
Elizabeth George is associate professor of History at Taylor University, where she also oversees the Social Studies Education major. She has published and presented on using games, role-playing, and other active learning strategies in history and social studies classrooms.

Hometown:

Seattle, Washington

Date of Birth:

February 26, 1949

Place of Birth:

Warren, Ohio

Education:

A.A. Foothill Community College, 1969; B.A. University of California, Riverside, 1970; M.S. California State University

Table of Contents

Preface

Introduction

Chapter 1: The You Decide Lecture

Chapter 2: History Lab

Chapter 3: Board Games for Non-Gamer Instructors

Chapter 4: Using Stories

Chapter 5: Visual Literacies

Chapter 6: Role Playing Games and Simulations

Conclusion

Bibliography

About the Author

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