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Gaming the past, Mccall, Jeremiah (secondary Teacher, Cincinnati Country Day School, Usa)


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Цена: 19906.00р.
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Автор: Mccall, Jeremiah (secondary Teacher, Cincinnati Country Day School, Usa)
Название:  Gaming the past
ISBN: 9781032223476
Издательство: Taylor&Francis
Классификация:







ISBN-10: 1032223472
Обложка/Формат: Hardback
Страницы: 196
Вес: 0.40 кг.
Дата издания: 11.11.2022
Язык: French
Издание: 2 ed
Иллюстрации: 12 tables, black and white; 8 line drawings, black and white; 12 halftones, black and white; 20 illustrations, black and white
Размер: 235 x 158 x 18
Подзаголовок: Using video games to teach secondary history
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Поставляется из: Европейский союз
Описание: Gaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games.Topics include:Talking to administrators, parents, and students about the educational value of teaching with historical video games.Selecting games that are aligned to curricular goals by considering the genres of historical games.Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups.Employing instructional strategies to help students learn to play and engage in higher level analysisIdentifying and avoiding common pitfalls when incorporating games into the history class.Developing activities and assessments that facilitate interpreting and creating established and new media.Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.
Дополнительное описание: Introduction: The Power of Historical Video Games;  1 Why Play and Study Historical Games?;  2 How Do Historical Games Represent the Past?: Historical Games as Historical Problem Spaces;  3 Genres of Historical Games and Academic Standards



      Старое издание

Richard Nixon

Автор: Farrell John A
Название: Richard Nixon
ISBN: 1911617524 ISBN-13(EAN): 9781911617525
Издательство: Faber
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Цена: 2507.00 р.
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Описание: Finalist for the Pulitzer Prize and a Sunday Independent Book of the YearA deeply researched, superbly crafted biography of America's most complex president. Award-winning biographer John A. Farrell examines the life and legacy of one of America's most controversial political figures, from Nixon's early days in the Navy to his political career as senator, vice president, and finally president, and his downfall in 1974 following the Watergate scandal.

Richard Nixon is a magisterial portrait of the man who embodied post-war American political cynicism - and was destroyed by it.

English a: language and literature for the ib diploma coursebook with digital access (2 years)

Автор: Philpot, Brad
Название: English a: language and literature for the ib diploma coursebook with digital access (2 years)
ISBN: 1009190881 ISBN-13(EAN): 9781009190886
Издательство: Cambridge Education
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Цена: 9572.00 р.
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Описание: From the tenth to sixteenth centuries, landed estates served as sites of de facto government, trade network nodes, developing agricultural technology, and centres of religious practice in Japan. This volume examines the system from three perspectives: the land itself; the power derived from and exerted over the land; and the religious institutions and individuals involved in landholding practices.

Subconscious Learning via Games and Social Media

Автор: Olga Sourina; David Wortley; Seongdong Kim
Название: Subconscious Learning via Games and Social Media
ISBN: 9811013683 ISBN-13(EAN): 9789811013683
Издательство: Springer
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Цена: 13059.00 р.
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Описание: This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games.

Games for Health 2014

Автор: Ben Schouten; Stephen Fedtke; Marlies Schijven; Mi
Название: Games for Health 2014
ISBN: 3658071400 ISBN-13(EAN): 9783658071400
Издательство: Springer
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Цена: 5223.00 р.
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Описание: Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care.

Gaming Innovations in Higher Education: Emerging Research and Opportunities

Автор: Costello Robert
Название: Gaming Innovations in Higher Education: Emerging Research and Opportunities
ISBN: 1522529810 ISBN-13(EAN): 9781522529811
Издательство: Mare Nostrum (Eurospan)
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Цена: 15800.00 р.
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Описание: Gaming technologies have become effective learning tools within education. Gamification has the potential to increase engagement using real-time feedback on learning activities, which allows students to reflect on their completion and retention of a learned activity. Gaming Innovations in Higher Education: Emerging Research and Opportunities is an essential reference work featuring the latest scholarly knowledge on the application of different gaming techniques within education to make learning activities more enjoyable and successful. Including research on a number of topics such as virtual laboratories, interaction media, and intrinsic and extrinsic motivation, this publication is ideally designed for academicians, researchers, and students interested in the benefits of providing an entertaining and intellectually-stimulating learning environment. The many academic areas covered in this publication include, but are not limited to: Comprehension Awareness Extrinsic Motivation Interaction Media Intrinsic Motivation Learning Disabilities Self-Determination Theory (SDT) User-Centered Design Virtual Laboratories

Gamification in Learning and Education

Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu
Название: Gamification in Learning and Education
ISBN: 3319836986 ISBN-13(EAN): 9783319836980
Издательство: Springer
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Цена: 20962.00 р.
Наличие на складе: Поставка под заказ.

Описание:

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This 'positive failure' can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.

Games-To-Teach or Games-To-Learn

Автор: Yam San Chee
Название: Games-To-Teach or Games-To-Learn
ISBN: 9812875174 ISBN-13(EAN): 9789812875174
Издательство: Springer
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Цена: 16979.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Games-To-Teach or Games-To-Learn

Название: Playing with Teaching: Considerations for Implementing Gaming Literacies in the Classroom
ISBN: 9004388745 ISBN-13(EAN): 9789004388741
Издательство: Brill
Цена: 19725.00 р.
Наличие на складе: Поставка под заказ.

Описание: The possibilities of gaming for transformative and equity-driven instructional teaching practice are more robust than ever before. And yet, support for designing playful learning opportunities are too often not addressed or taught in professional development or teacher education programs. Considering the complex demands in public schools today and the niche pockets of extracurricular engagement in which youth find themselves, Playing with Teaching serves as a hands-on resource for teachers and teacher educators. Particularly focused on how games – both digital and non-digital – can shape unique learning and literacy experiences for young people today, this book’s chapters look at numerous examples that educators can bring into their classrooms today.

By exploring how teachers can support literacy practices through gaming, this volume provides specific strategies for heightening literacy learning and playful experiences in classrooms. The classroom examples of gameful teaching described in each chapter not only provide practical examples of games and learning, but offer critical perspectives on why games in literacy classrooms matter today.

Through depictions of cutting-edge of powerful and playful pedagogy, this book is not a how-to manual. Rather, Playing with Teaching fills a much-needed space demonstrating how games are applied in classrooms today. It is an invitation to reimagine classrooms as spaces to newly investigate playful approaches to teaching and learning with adolescents. Roll the dice and give playful literacy instruction a try.

Contributors are: Jill Bidenwald, Jennifer S. Dail, Elizabeth DeBoeser, Antero Garcia, Kip Glazer, Emily Howell, Lindy L. Johnson, Rachel Kaminski Sanders, Jon Ostenson, Chad Sansing, and Shelbie Witte.

Neo-Simulation and Gaming Toward Active Learning

Автор: Hamada Ryoju, Soranastaporn Songsri, Kanegae Hidehiko
Название: Neo-Simulation and Gaming Toward Active Learning
ISBN: 9811380414 ISBN-13(EAN): 9789811380419
Издательство: Springer
Цена: 13974.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: This book provides tips to teachers for moving toward active learning by using simulation and gaming. The book is a rare reference for teachers who wish to initiate active learning by applying many real experiences from world experts in simulation and gaming.

Virtual and Augmented Reality, Simulation and Serious Games for Education

Автор: Cai
Название: Virtual and Augmented Reality, Simulation and Serious Games for Education
ISBN: 981161363X ISBN-13(EAN): 9789811613630
Издательство: Springer
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Цена: 19564.00 р.
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Описание: This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018.

Handbook of Research on Gaming Trends in P-12 Education

Автор: Donna Russell, James M. Laffey
Название: Handbook of Research on Gaming Trends in P-12 Education
ISBN: 146669629X ISBN-13(EAN): 9781466696297
Издательство: Mare Nostrum (Eurospan)
Цена: 47401.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание: Gaming applications are rapidly expanding into the realm of education. Game-based education creates an active and enjoyable learning environment, especially for children and young adults who regularly use gaming for recreational purposes. Due to the evolving nature of education, gaming provides a transformative learning experience for diverse students.The Handbook of Research on Gaming Trends in P-12 Education provides current research intended to aid educators, school administrators, and game developers in teaching today’s youth in a technology-immersive society. This publication melds together gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms. Featuring exhaustive coverage on topics relating to virtual reality, game design, immersive learning, distance learning through 3D environments as well as best practices for gaming implementation in real-world settings, this handbook of research is an essential addition to the reference collection of international academic libraries.

Gamification in Learning and Education

Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu
Название: Gamification in Learning and Education
ISBN: 3319472828 ISBN-13(EAN): 9783319472829
Издательство: Springer
Рейтинг:
Цена: 13974.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This 'positive failure' can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.


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