000 04261cam a2200481 a 4500
001 ocn869345882
003 OCoLC
005 20251028093318.0
008 140612s2014 miua b 001 0 eng d
010 _a 2012474564
035 _a(Sirsi) i9780472035953
040 _aYDXCP
_beng
_cYDXCP
_dDLC
_dBTCTA
_dBDX
_dEAU
_dOCLCO
_dUBC
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019 _a869346298
020 _a0472035959
020 _a9780472035953
020 _a0472119370
020 _a9780472119370
035 _a(OCoLC)869345882
_z(OCoLC)869346298
042 _alccopycat
050 0 0 _aD 16.255 .C65
_bP37 2014
049 _aVF$A
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 _aviii, 338 pages :
_billustrations ;
_c24 cm.
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
490 1 _aDigital humanities
504 _aIncludes bibliographical references and index.
505 0 _aWhat has mystery got to do with it? / Ruth Sandwell and John Sutton Lutz -- "Why can't you just tell us?" : learning Canadian history with the Virtual Historian / St�ephane L�evesque -- Interactive worlds as educational tools for understanding Arctic life / Richard Levy and Peter Dawson -- Tecumseh lies here : goals and challenges for a pervasive history game in progress / Timothy Compeau and Robert MacDougall -- The hermeneutics of screwing around; or what you do with a million books / Stephen Ramsay -- Abort, retry, pass, fail : games as teaching tools / Sean Gouglas, Mihaela Ilovan, Shannon Lucky, and Silvia Russell -- Ludic algorithms / Bethany Nowviskie -- Making and playing with models : using rapid prototyping to explore the history and technology of stage magic / William J. Turkel and Devon Elliott -- Contests for meaning : playing King Philip's War in the twenty-first century / Matthew Kirscenbaum -- Rolling your own : on modding commercial games for educational goals / Shawn Graham -- Simulation games and the study of the past : classroom guidelines / Jeremiah McCall -- Playing into the past : reconsidering the educational promise of public history exhibits / Brenda Trofanenko -- Teaching history in an age of pervasive computing : the case for games in the high school and undergraduate classroom / Kevin Kee and Shawn Graham -- Victorian SimCities : playful technology on Google Earth / Patrick Dunae and John Sutton Lutz -- True facts or false facts -- which are more authentic / T. 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.
650 0 _aHistory
_xStudy and teaching
_xTechnological innovations.
650 0 _aHistory
_xStudy and teaching (Higher)
_xTechnological innovations.
650 0 _aHistory
_xComputer-assisted technology.
700 1 _aKee, Kevin B.
_q(Kevin Bradley),
_d1969-
_eeditor.
730 0 _aDigital culture books.
830 0 _aDigital humanities (Ann Arbor, Mich.)
994 _aC0
_bVF$
999 _c133981
_d133981