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让学生成为“头号玩家”——历史游戏化教学的理论与实践

让学生成为“头号玩家”——历史游戏化教学的理论与实践

出版社:湖南大学出版社出版时间:2023-04-01
开本: 26cm 页数: 296页
本类榜单:社会科学销量榜
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让学生成为“头号玩家”——历史游戏化教学的理论与实践 版权信息

  • ISBN:9787566728999
  • 条形码:9787566728999 ; 978-7-5667-2899-9
  • 装帧:一般胶版纸
  • 册数:暂无
  • 重量:暂无
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让学生成为“头号玩家”——历史游戏化教学的理论与实践 内容简介

本书共两编:理论概述、案例实践。内容包括:游戏的价值、游戏化教学、历史游戏化教学课程体系、游戏化课堂教学、游戏化作业设计、校本选修课。

让学生成为“头号玩家”——历史游戏化教学的理论与实践 目录

上编 **章 游戏的价值································································002 **节 对游戏的历史认识·······················································003 第二节 对游戏的理论认识·······················································012 第二章 游戏化教学································································024 **节 游戏化教学的概念·······················································024 第二节 游戏化教学的价值·······················································026 第三章 历史游戏化教学课程体系··············································031 **节 历史游戏化教学的可行性··············································031 第二节 沉浸式历史游戏化课堂教学···········································038 第三节 历史游戏化卡牌复习课·················································041 第四节 历史游戏化活动课·······················································043 第五节 嵌入式游戏································································044 第六节 沉浸式历史游戏化作业的优化设计··································047 第七节 沉浸式历史游戏化校本课程···········································056 下编 第四章 游戏化课堂教学···························································062 **节 品质课堂教学案例·························································062 案例一:法国大革命和拿破仑帝国···········································062 案例二:**次工业革命·······················································077 案例三:钓鱼城之战·····························································087 案例四:玄武门十二时辰·······················································090 案例五:西欧庄园································································097 案例六:三国鼎立································································105 案例七:东晋南朝时期江南地区的开发·····································113 案例八:洋务运动································································122 第二节 游戏化卡牌复习课·························································132 案例一:时间巨轮································································132 案例二:百年激荡································································136 案例三:复兴之路································································140 案例四:环球时刻································································143 第三节 活动课········································································150 案例一:《穿越时空:守护四大发明》科技剧本游······················150 案例二:《历史课本中的文物》文物剧本游·······························163 案例三:“重走长征路”飞行棋··················································165 案例四:党史穿梭································································167 案例五:活字印刷术·····························································169 案例六:党史长廊································································174 第四节 嵌入式游戏··································································176 案例一:宋代经济的发展·······················································176 案例二:宋元时期的都市和文化··············································178 案例三:沟通中外文明的丝绸之路···········································179 案例四:历史上的中外艺术作品:“大艺术家”拍卖行····················180 第五章 游戏化作业设计····························································183 **节 基于单元整体教学的沉浸式剧本解谜书作业 案例一:隋朝的统一与灭亡····················································183 案例二:从“贞观之治”到“开元盛世”··········································188 案例三:盛唐气象································································194 案例四:唐朝中外文化交流····················································201 案例五:安史之乱与唐朝衰亡·················································208 第二节 沉浸式实践活动作业······················································213 案例一:发现劳动美——五一创意劳动场景再现活动···················213 案例二:脑洞大开的历史趣味命题作业·····································216 案例三:”不存在的隋唐宋元**群“抗疫群聊作业·······················220 案例四:人生如梦作业··························································221 案例五:新文化运动沉浸式剧本创作作业··································241 案例六:集五福,共庆祖国盛世华诞········································246 第三节 桌游类作业··································································250 案例一:一战杀···································································250 案例二:二战·决斗世界·························································253 第六章 校本选修课··································································265 **节 触碰历史·····································································265 第二节 沉浸历史·····································································268 第三节 铸魂历史·····································································273 后记·····················································································295
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让学生成为“头号玩家”——历史游戏化教学的理论与实践 作者简介

张宏杰,主编,中学高级教师。第三届广东省中小学青年教师教学能力大赛初中历史一等奖获得者。被北京大学聘请为“国培计划——2011年中西部农村骨干教师远程培训”项目“初中历史”课程教学指导专家,被广东教育研究院聘为广东省财经素养教育实践指导专家。广东省优秀青年历史教师,东莞市初中历史名师工作室主持人培养对象,东莞市初中历史学科带头人,东莞市初中历史教学能手。广东省首批“粤派名师”初中历史学科工作坊主持人,曾任东莞市中学历史教研会副秘书长,现任东莞市中学历史教研会学术委员会副主任,东莞外国语学校初中历史科组长。 张悦,东莞外国语学校教师,东莞市初中历史教学能手。参研的课题获省级优秀成果奖二等奖,广东省中小学创新教育案例及评选一等奖。 何洁宜,东莞外国语学校教师。 叶晓峰,东莞外国语学校教师,初中历史一级教师。

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