Geografía, historia, economía, sociología, antropología, paisaje y arqueología urbana, conocimiento del medio, entorno ¿son partes de un todo? ¿A qué nos referimos cuando hablamos del medio social y cultural?
Geografía, historia, economía, sociología, antropología, paisaje y arqueología urbana, conocimiento del medio, entorno ¿son partes de un todo? ¿A qué nos referimos cuando hablamos del medio social y cultural?
Cultural competence in education promotes civic engagement among students. Providing students with educational opportunities to understand various cultural and political perspectives allows for higher cultural competence and a greater understanding of civic engagement for those students. The Handbook of Research on Citizenship and Heritage Education is a critical scholarly book that provides relevant and current research on citizenship and heritage education aimed at promoting active participation and the transformation of society. Readers will come to understand the role of heritage as a symbolic identity source that facilitates the understanding of the present and the past, highlighting the value of teaching. Additionally, it offers a source for the design of didactic proposals that promote active participation and the critical conservation of heritage. Featuring a range of topics such as educational policy, curriculum design, and political science, this book is ideal for educators, academicians, administrators, political scientists, policymakers, researchers, and students.
Research on history education and historical thinking is becoming increasingly relevant internationally. The need for a renewal of history education is not only justified by the epistemology of history itself, but also by the demand for a methodological change in education in general, making students active protagonists in the construction of their learning and based on the development of competencies. Further study on the potential use of gamification within social studies and humanities education is required to understand its benefits and challenges. Cases on Historical Thinking and Gamification in Social Studies and Humanities Education proposes and analyzes gamification as a pedagogical innovation that can enable the renewal of the teaching and learning process of history, facilitating the active learning of historical thinking concepts while influencing students' conceptions of history as a discipline and as a school subject. Covering key topics such as historical thinking, social sciences, video games, and mobile learning, this reference work is ideal for historians, policymakers, researchers, scholars, academicians, practitioners, instructors, and students.
El lector podrá encontrar en este volumen breves presentaciones y revisiones en campos específicos tan relevantes como el pensamiento de los primates y su relación con el desarrollo cognitivo humano, la emergencia de la morfología y las estructuras verbales de hablantes españoles, la génesis de los conocimientos sobre la sociedad, la complejidad de las decisiones morales, la vigencia de las concepciones constructivistas en la educación, el cambio conceptual en historia o el desarrollo de las concepciones infantiles sobre el origen de las especies.