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  2. Pastplay: Teaching and Learning History with Technology

Pastplay: Teaching and Learning History with Technology

Kevin Kee, editor 2014 Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International license
Open Access Open Access
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.
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Series
  • Digital Humanities
ISBN(s)
  • 978-0-472-03595-3 (paper)
  • 978-0-472-11937-0 (hardcover)
  • 978-0-472-90023-7 (open access)
Subject
  • Education:Higher Education
  • Cultural Studies
  • History
Citable Link
  • Table of Contents

  • Resources

  • Stats

  • Cover
  • Title
  • Copyright
  • Contents
  • Acknowledgments
  • Introduction
  • TEACHING AND LEARNING HISTORY
  • 1. What Has Mystery Got to Do with It?
  • 2. “Why can’t you just tell us?” Learning Canadian History with the Virtual Historian
  • 3. Interactive Worlds as Educational Tools for Understanding Arctic Life
  • 4. Tecumseh Lies Here: Goals and Challenges for a Pervasive History Game in Progress
  • PLAYFULLY
  • 5. The Hermeneutics of Screwing Around; or What You Do with a Million Books
  • 6. Abort, Retry, Pass, Fail: Games as Teaching Tools
  • 7. Ludic Algorithms
  • WITH TECHNOLOGY
  • 8. Making and Playing with Models: Using Rapid Prototyping to Explore the History and Technology of Stage Magic
  • 9. Contests for Meaning: Playing King Philip’s War in the Twenty-First Century
  • 10. Rolling Your Own: On Modding Commercial Games for Educational Goals
  • 11. Simulation Games and the Study of the Past: Classroom Guidelines
  • BY BUILDING
  • 12. Playing into the Past: Reconsidering the Educational Promise of Public History Exhibits
  • 13. Teaching History in an Age of Pervasive Computing: The Case for Games in the High School and Undergraduate Classroom
  • 14. Victorian SimCities: Playful Technology on Google Earth
  • 15. True Facts or False Facts—Which Are More Authentic?
  • Afterword
  • Contributors
  • Index

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