Impact of a Gamified Experience on the Promotion of Historical Thinking in Primary Education

Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making student...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Martínez-Hita, Carrasco, Miralles-Martínez
Format: Buchkapitel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 82
container_issue
container_start_page 68
container_title
container_volume
creator Martínez-Hita
Carrasco
Miralles-Martínez
description Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges. Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.
doi_str_mv 10.4018/978-1-6684-5240-0.ch005
format Book Chapter
fullrecord <record><control><sourceid>proquest_igi_b</sourceid><recordid>TN_cdi_igi_books_10_4018_978-1-6684-5240-0_ch005</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>EBC7080677_12_90</sourcerecordid><originalsourceid>FETCH-LOGICAL-i154t-ec290955d9a23ae726be2b95478a14d35de1f5c812ebff5de8b1835e3ff367b83</originalsourceid><addsrcrecordid>eNplkE1OwzAQhY0QCCg9A75AyvgvcZaoKm0lJFiUHZLlOHZj2sQlcSW4PQ6FFbMZvTffjDQPoTsCMw5E3peFzEiW55JngnLIYGYaAHGGbshoJo-wczRN2J8GuExDxjkRpZDlFZoOwzsA0LxIJa_R27o9aBNxcFjjpW6987bGi8-D7b3tjMWhw7Gx-KUPbYg-qUSu_BBD743e403ju53vtth3ifGt7r_woj4aPbK36MLp_WCnv32CXh8Xm_kqe3perucPT5kngsfMGlpCKURdasq0LWheWVqVghdSE14zUVvihJGE2sq5pGRFJBOWOcfyopJsgujp7qEPH0c7RGWrEHbGdrHXe9PoQ7T9oAqQkP5WhKoS0hKclvzWqxEfFAE15qz-5ax-cmbfyHht9Q</addsrcrecordid><sourcetype>Publisher</sourcetype><iscdi>true</iscdi><recordtype>book_chapter</recordtype><pqid>EBC7080677_12_90</pqid></control><display><type>book_chapter</type><title>Impact of a Gamified Experience on the Promotion of Historical Thinking in Primary Education</title><source>InfoSci-Books</source><creator>Martínez-Hita ; Carrasco ; Miralles-Martínez</creator><contributor>Martínez-Hita, María ; Carrasco, Cosme Jesús Gómez ; Miralles-Martínez, Pedro</contributor><creatorcontrib>Martínez-Hita ; Carrasco ; Miralles-Martínez ; Martínez-Hita, María ; Carrasco, Cosme Jesús Gómez ; Miralles-Martínez, Pedro</creatorcontrib><description>Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges. Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.</description><identifier>ISBN: 9781668452400</identifier><identifier>ISBN: 1668452405</identifier><identifier>EISBN: 1668452413</identifier><identifier>EISBN: 9781668452417</identifier><identifier>DOI: 10.4018/978-1-6684-5240-0.ch005</identifier><identifier>OCLC: 1344159589</identifier><identifier>LCCallNum: LB1027.23 .C23</identifier><language>eng</language><publisher>United States: IGI Global</publisher><subject>Active learning ; Computer network resources ; Computer network resources. | History ; Computer network resources. | Humanities ; Curriculum Development and Instructional Design ; Education ; Gaming in Education ; Research. | Gamification ; Research. | Social sciences ; Study and teaching</subject><ispartof>Cases on Historical Thinking and Gamification in Social Studies and Humanities Education, 2022, p.68-82</ispartof><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Uhttps://coverimages.igi-global.com/cover-images/covers/9781668452400.png</thumbnail><link.rule.ids>775,776,780,789,23117,27902</link.rule.ids></links><search><contributor>Martínez-Hita, María</contributor><contributor>Carrasco, Cosme Jesús Gómez</contributor><contributor>Miralles-Martínez, Pedro</contributor><creatorcontrib>Martínez-Hita</creatorcontrib><creatorcontrib>Carrasco</creatorcontrib><creatorcontrib>Miralles-Martínez</creatorcontrib><title>Impact of a Gamified Experience on the Promotion of Historical Thinking in Primary Education</title><title>Cases on Historical Thinking and Gamification in Social Studies and Humanities Education</title><description>Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges. Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.</description><subject>Active learning</subject><subject>Computer network resources</subject><subject>Computer network resources. | History</subject><subject>Computer network resources. | Humanities</subject><subject>Curriculum Development and Instructional Design</subject><subject>Education</subject><subject>Gaming in Education</subject><subject>Research. | Gamification</subject><subject>Research. | Social sciences</subject><subject>Study and teaching</subject><isbn>9781668452400</isbn><isbn>1668452405</isbn><isbn>1668452413</isbn><isbn>9781668452417</isbn><fulltext>true</fulltext><rsrctype>book_chapter</rsrctype><creationdate>2022</creationdate><recordtype>book_chapter</recordtype><recordid>eNplkE1OwzAQhY0QCCg9A75AyvgvcZaoKm0lJFiUHZLlOHZj2sQlcSW4PQ6FFbMZvTffjDQPoTsCMw5E3peFzEiW55JngnLIYGYaAHGGbshoJo-wczRN2J8GuExDxjkRpZDlFZoOwzsA0LxIJa_R27o9aBNxcFjjpW6987bGi8-D7b3tjMWhw7Gx-KUPbYg-qUSu_BBD743e403ju53vtth3ifGt7r_woj4aPbK36MLp_WCnv32CXh8Xm_kqe3perucPT5kngsfMGlpCKURdasq0LWheWVqVghdSE14zUVvihJGE2sq5pGRFJBOWOcfyopJsgujp7qEPH0c7RGWrEHbGdrHXe9PoQ7T9oAqQkP5WhKoS0hKclvzWqxEfFAE15qz-5ax-cmbfyHht9Q</recordid><startdate>20220630</startdate><enddate>20220630</enddate><creator>Martínez-Hita</creator><creator>Carrasco</creator><creator>Miralles-Martínez</creator><general>IGI Global</general><scope>FFUUA</scope></search><sort><creationdate>20220630</creationdate><title>Impact of a Gamified Experience on the Promotion of Historical Thinking in Primary Education</title><author>Martínez-Hita ; Carrasco ; Miralles-Martínez</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-i154t-ec290955d9a23ae726be2b95478a14d35de1f5c812ebff5de8b1835e3ff367b83</frbrgroupid><rsrctype>book_chapters</rsrctype><prefilter>book_chapters</prefilter><language>eng</language><creationdate>2022</creationdate><topic>Active learning</topic><topic>Computer network resources</topic><topic>Computer network resources. | History</topic><topic>Computer network resources. | Humanities</topic><topic>Curriculum Development and Instructional Design</topic><topic>Education</topic><topic>Gaming in Education</topic><topic>Research. | Gamification</topic><topic>Research. | Social sciences</topic><topic>Study and teaching</topic><toplevel>online_resources</toplevel><creatorcontrib>Martínez-Hita</creatorcontrib><creatorcontrib>Carrasco</creatorcontrib><creatorcontrib>Miralles-Martínez</creatorcontrib><collection>ProQuest Ebook Central - Book Chapters - Demo use only</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Martínez-Hita</au><au>Carrasco</au><au>Miralles-Martínez</au><au>Martínez-Hita, María</au><au>Carrasco, Cosme Jesús Gómez</au><au>Miralles-Martínez, Pedro</au><format>book</format><genre>bookitem</genre><ristype>CHAP</ristype><atitle>Impact of a Gamified Experience on the Promotion of Historical Thinking in Primary Education</atitle><btitle>Cases on Historical Thinking and Gamification in Social Studies and Humanities Education</btitle><date>2022-06-30</date><risdate>2022</risdate><spage>68</spage><epage>82</epage><pages>68-82</pages><isbn>9781668452400</isbn><isbn>1668452405</isbn><eisbn>1668452413</eisbn><eisbn>9781668452417</eisbn><abstract>Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges. Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.</abstract><cop>United States</cop><pub>IGI Global</pub><doi>10.4018/978-1-6684-5240-0.ch005</doi><oclcid>1344159589</oclcid><tpages>15</tpages></addata></record>
fulltext fulltext
identifier ISBN: 9781668452400
ispartof Cases on Historical Thinking and Gamification in Social Studies and Humanities Education, 2022, p.68-82
issn
language eng
recordid cdi_igi_books_10_4018_978-1-6684-5240-0_ch005
source InfoSci-Books
subjects Active learning
Computer network resources
Computer network resources. | History
Computer network resources. | Humanities
Curriculum Development and Instructional Design
Education
Gaming in Education
Research. | Gamification
Research. | Social sciences
Study and teaching
title Impact of a Gamified Experience on the Promotion of Historical Thinking in Primary Education
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-29T00%3A06%3A34IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_igi_b&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=bookitem&rft.atitle=Impact%20of%20a%20Gamified%20Experience%20on%20the%20Promotion%20of%20Historical%20Thinking%20in%20Primary%20Education&rft.btitle=Cases%20on%20Historical%20Thinking%20and%20Gamification%20in%20Social%20Studies%20and%20Humanities%20Education&rft.au=Mart%C3%ADnez-Hita&rft.date=2022-06-30&rft.spage=68&rft.epage=82&rft.pages=68-82&rft.isbn=9781668452400&rft.isbn_list=1668452405&rft_id=info:doi/10.4018/978-1-6684-5240-0.ch005&rft_dat=%3Cproquest_igi_b%3EEBC7080677_12_90%3C/proquest_igi_b%3E%3Curl%3E%3C/url%3E&rft.eisbn=1668452413&rft.eisbn_list=9781668452417&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=EBC7080677_12_90&rft_id=info:pmid/&rfr_iscdi=true