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让学生成为“头号玩家”

让学生成为“头号玩家”
作者:张宏杰 / 张悦 / 何洁宜 / 叶晓峰
副标题:历史游戏化教学的理论与实践
出版社:湖南大学出版社
出版年:2023-04
ISBN:9787566728999
行业:其它
浏览数:3

内容简介

《让学生成为“头号玩家”》是国内第一本历史游戏化教学专著。全书系统地展示了“沉浸历史”教研团队在“双减”政策背景下运用游戏化教学创造更愉悦的学习体验,全面提高历史教育教学品质,让学生爱上历史课的理论探索历程与实践成果。

全书分理论篇和实践篇。理论篇梳理了游戏在人类历史中的发展脉络、人们对游戏价值、性质的认识过程以及莞外历史游戏化教学课程体系的基本架构。实践篇则以38个真实具有可操作性的教学案例,详细介绍了沉浸式历史游戏化教学在课堂教学、校本课程和作业设计三大领域的运用。

本书对“双减”背景下运用沉浸式游戏化教学激发学生内在学习动机,从而提高教育教学质量作出了有益的探索。华南师大黄牧航教授、王继平教授、陕西师大徐赐成教授高度评价本书在历史教研领域的开创性成果,欣然为本书作序推荐。当前,本书在全国范围内引起广泛关注,不仅在历史教师群体中引起热议,还有各学段学科教师甚至教育行业之外的专业人士也高度赞赏本书的研究成果。

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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,副主编,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,副主编,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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目录

上编

第一章 游戏的价值································································002

第一节 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

第一节 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

第一节 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

第一节 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:第一次工业革命·······················································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

第一节 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:”不存在的隋唐宋元第一群“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

第一节 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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