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讓學生成為“頭號玩家”——歷史游戲化教學的理論與實踐 版權信息
- ISBN:9787566728999
- 條形碼:9787566728999 ; 978-7-5667-2899-9
- 裝幀:一般膠版紙
- 冊數:暫無
- 重量:暫無
- 所屬分類:>>
讓學生成為“頭號玩家”——歷史游戲化教學的理論與實踐 內容簡介
本書共兩編:理論概述、案例實踐。內容包括:游戲的價值、游戲化教學、歷史游戲化教學課程體系、游戲化課堂教學、游戲化作業設計、校本選修課。
讓學生成為“頭號玩家”——歷史游戲化教學的理論與實踐 目錄
上編
**章 游戲的價值································································002
**節 對游戲的歷史認識·······················································003
第二節 對游戲的理論認識·······················································012
第二章 游戲化教學································································024
**節 游戲化教學的概念·······················································024
第二節 游戲化教學的價值·······················································026
第三章 歷史游戲化教學課程體系··············································031
**節 歷史游戲化教學的可行性··············································031
第二節 沉浸式歷史游戲化課堂教學···········································038
第三節 歷史游戲化卡牌復習課·················································041
第四節 歷史游戲化活動課·······················································043
第五節 嵌入式游戲································································044
第六節 沉浸式歷史游戲化作業的優化設計··································047
第七節 沉浸式歷史游戲化校本課程···········································056
下編
第四章 游戲化課堂教學···························································062
**節 品質課堂教學案例·························································062
案例一:法國大革命和拿破侖帝國···········································062
案例二:**次工業革命·······················································077
案例三:釣魚城之戰·····························································087
案例四:玄武門十二時辰·······················································090
案例五:西歐莊園································································097
案例六:三國鼎立································································105
案例七:東晉南朝時期江南地區的開發·····································113
案例八:洋務運動································································122
第二節 游戲化卡牌復習課·························································132
案例一:時間巨輪································································132
案例二:百年激蕩································································136
案例三:復興之路································································140
案例四:環球時刻································································143
第三節 活動課········································································150
案例一:《穿越時空:守護四大發明》科技劇本游······················150
案例二:《歷史課本中的文物》文物劇本游·······························163
案例三:“重走長征路”飛行棋··················································165
案例四:黨史穿梭································································167
案例五:活字印刷術·····························································169
案例六:黨史長廊································································174
第四節 嵌入式游戲··································································176
案例一:宋代經濟的發展·······················································176
案例二:宋元時期的都市和文化··············································178
案例三:溝通中外文明的絲綢之路···········································179
案例四:歷史上的中外藝術作品:“大藝術家”拍賣行····················180
第五章 游戲化作業設計····························································183
**節 基于單元整體教學的沉浸式劇本解謎書作業
案例一:隋朝的統一與滅亡····················································183
案例二:從“貞觀之治”到“開元盛世”··········································188
案例三:盛唐氣象································································194
案例四:唐朝中外文化交流····················································201
案例五:安史之亂與唐朝衰亡·················································208
第二節 沉浸式實踐活動作業······················································213
案例一:發現勞動美——五一創意勞動場景再現活動···················213
案例二:腦洞大開的歷史趣味命題作業·····································216
案例三:”不存在的隋唐宋元**群“抗疫群聊作業·······················220
案例四:人生如夢作業··························································221
案例五:新文化運動沉浸式劇本創作作業··································241
案例六:集五福,共慶祖國盛世華誕········································246
第三節 桌游類作業··································································250
案例一:一戰殺···································································250
案例二:二戰·決斗世界·························································253
第六章 校本選修課··································································265
**節 觸碰歷史·····································································265
第二節 沉浸歷史·····································································268
第三節 鑄魂歷史·····································································273
后記·····················································································295
展開全部
讓學生成為“頭號玩家”——歷史游戲化教學的理論與實踐 作者簡介
張宏杰,主編,中學高級教師。第三屆廣東省中小學青年教師教學能力大賽初中歷史一等獎獲得者。被北京大學聘請為“國培計劃——2011年中西部農村骨干教師遠程培訓”項目“初中歷史”課程教學指導專家,被廣東教育研究院聘為廣東省財經素養教育實踐指導專家。廣東省優秀青年歷史教師,東莞市初中歷史名師工作室主持人培養對象,東莞市初中歷史學科帶頭人,東莞市初中歷史教學能手。廣東省首批“粵派名師”初中歷史學科工作坊主持人,曾任東莞市中學歷史教研會副秘書長,現任東莞市中學歷史教研會學術委員會副主任,東莞外國語學校初中歷史科組長。 張悅,東莞外國語學校教師,東莞市初中歷史教學能手。參研的課題獲省級優秀成果獎二等獎,廣東省中小學創新教育案例及評選一等獎。 何潔宜,東莞外國語學校教師。 葉曉峰,東莞外國語學校教師,初中歷史一級教師。
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