Game on
Autor Ryan L Schaaf, Nicky Mohanen Limba Engleză Paperback – 6 noi 2016
Benefits
- Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations.
- Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning.
- Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design.
- Access lists of suggested digital games, and learn for what purposes the games are most useful.
- Consider how digital games can address students' diverse learning needs and can be used for assessment.
Foreword by Ian Jukes
Introduction: The Gamer in Us All
Chapter 1: From Entertainment to Education 3.0
Chapter 2: The Arcade of Education
Chapter 3: Learning Theory and the Attributes of the Digital Generation
Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment
Chapter 5: Lesson Design Using Digital Games
Chapter 6: Digital Gaming and Assessment
Chapter 7: The Nine I's of Modern Learning
Chapter 8: Beyond Linear Presentations
Chapter 9: Takeaways
References and Resources
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Specificații
ISBN-13: 9781936763979
ISBN-10: 1936763974
Pagini: 176
Dimensiuni: 177 x 254 x 12 mm
Greutate: 0.41 kg
Editura: Solution Tree
ISBN-10: 1936763974
Pagini: 176
Dimensiuni: 177 x 254 x 12 mm
Greutate: 0.41 kg
Editura: Solution Tree