Using Games in School Geography A new collection of games and simulations for your geography classroom to challenge and excite your students This brand new collection offers a portfolio of tried and tested games and simulations. Each of the exercises can be applied to a particular National Curriculum strand of geography, covering Key Stages 2 to 5. They are designed to be interspersed among your curriculum teaching, represent a variety of styles and range from the simple to the complex. As well as enriching subject teaching they also encourage students to put themselves in the place of others, developing important social skills, empathy and critical thinking. The exercises in this new collection include operational games, role-plays and mathematical simulations. Simulations range from the exploration of development priorities on an island in the tropics to the issues underlying a local road-building project, and from the impact of large-scale ecological change to finding a good location for new settlement. Full materials and instructions for the use of each exercise are provided, along with a commentary for teachers.This new collection will enable you to: * encourage enthusiastic participation in your geography classroom * improve performance using games, which have been proven to be effective teaching and learning tools * contribute to students' social and emotional aspects of learning, developing skills of empathy, decision making and critical thinking that they can use across the curriculum and throughout their lives * add to your own range of teaching strategies, particularly those which encourage interaction with students, and develop your own games and simulations
Author: Rex Walford
Category: Geographical recreations
A reference guide to geography education. Entries, arranged alphabetically, cover: government legislation and reports; famous geography educators; resources; research findings; movements, trends, debates and issues; organizations; and key concepts. An analytical index helps the reader to choose paths through the book, connecting entries.
Author: Graham Butt
Publisher: Bloomsbury Publishing
The Social Studies Classroom
Author: William A. Nesbitt
Category: Technology & Engineering
Author: Chiranji Singh Yadav
Publisher: Concept Publishing Company
Category: Cities and towns
Learning to Teach Geography in the Secondary School has become the widely recommended textbook for student and new teachers of geography. It helps them acquire a deeper understanding of the role, purpose and potential of geography within the secondary curriculum, and provides the practical skills needed to design, teach and evaluate stimulating and creative lessons. This fully revised and updated second edition takes account of new legislation and important developments in geography education, including literacy, numeracy, citizenship, and GIS. Brand new chapters in this edition provide essential guidance on fieldwork, and using ICT in the context of geography teaching and learning. Chapters on teaching strategies, learning styles and assessment place the learner at the centre stage, and direct advice and activities encourage successful practice. Designed for use as a core textbook Learning to Teach Geography in the Secondary School is essential reading for all student teachers of geography who aspire to become effective, reflective teachers. Praise for the first edition of Learning to Teach Geography in the Secondary School: 'This is a practical and visionary book, as well as being superbly optimistic. It has as much to offer the experienced teacher as the novice and could be used to reinvigorate geography departments everywhere. Practical activities and ideas are set within a carefully worked out, authoritative, conceptual framework.' - The Times Educational Supplement 'This is a modern, powerful, relevant and comprehensive work that is likely to become a standard reference for many beginning teachers on geography initial teacher training courses in England and Wales.' - Educational Review
A Companion to School Experience
Author: David Lambert,David Balderstone
This book results from the work of the Commission on Geographical Education of the International Geographical Union. Part 1 focuses on the distinctive traditions of school geography. Part 2 reviews the state of school geography on a broad continental basis, including national case studies by local experts. The final chapters extrapolate from the present and point to likely future developments in the subject, again with examples drawn from various countries.
Past Experience, Current Trends and Future Challenges
Author: John Lidstone,Michael Williams
Publisher: Springer Science & Business Media
Category: Computer simulation
This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world.
Game-based Approaches to the Analysis of Geo-Information
Author: Ola Ahlqvist,Christoph Schlieder
key concepts and teaching strategies
Author: Phillip Bacon
Over the last few years, games of different types have been successfully used in the teaching of production management and in the introduction of new planning methods and systems in industrial enterprises. Games have been used to explain the dynamic nature of production management and for testing new planning principles. Company-specific games have recently been involved as part of developing new production management systems.
Author: Jens Ove Riis
Category: Business & Economics
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.
Author: Harold F. O'Neil,Eva L. Baker,Ray S. Perez
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Author: National Research Council,Division of Behavioral and Social Sciences and Education,Board on Science Education,Committee on Science Learning: Computer Games, Simulations, and Education
Publisher: National Academies Press
This unique book brings together a comprehensive set of papers on the background, theory, technical issues and applications of agent-based modelling (ABM) within geographical systems. This collection of papers is an invaluable reference point for the experienced agent-based modeller as well those new to the area. Specific geographical issues such as handling scale and space are dealt with as well as practical advice from leading experts about designing and creating ABMs, handling complexity, visualising and validating model outputs. With contributions from many of the world’s leading research institutions, the latest applied research (micro and macro applications) from around the globe exemplify what can be achieved in geographical context. This book is relevant to researchers, postgraduate and advanced undergraduate students, and professionals in the areas of quantitative geography, spatial analysis, spatial modelling, social simulation modelling and geographical information sciences.
Author: Alison J. Heppenstall,Andrew T. Crooks,Linda M. See,Michael Batty
Publisher: Springer Science & Business Media
Category: Social Science