The purpose of this article is to synthesize research on the benefits and use of games, role-plays, and simulations, whilst providing examples practicing teachers may wish to use in their classroom. Therefore, the article presents a discussion of key previous research on the use of games, role-plays, and simulations in secondary history classrooms. It also presents a discussion of the benefits games, role-plays, and simulations can have on student learning. This includes discussion of how such student-centered teaching and learning opportunities can improve students' critical thinking, problem-solving, and collaborative skills. Finally, it presents examples of these types of student-centered, inquiry-based, hands-on learning experiences, drawn from the author's previous 16 years of secondary classroom experiences.
- secondary social studies
- student-centered learning