Gaming the past, Mccall, Jeremiah (secondary Teacher, Cincinnati Country Day School, Usa)
Старое издание
Автор: Farrell John A Название: Richard Nixon ISBN: 1911617524 ISBN-13(EAN): 9781911617525 Издательство: Faber Рейтинг: Цена: 2507.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
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.
Автор: Olga Sourina; David Wortley; Seongdong Kim Название: Subconscious Learning via Games and Social Media ISBN: 9811013683 ISBN-13(EAN): 9789811013683 Издательство: Springer Рейтинг: Цена: 13059.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
Автор: Ben Schouten; Stephen Fedtke; Marlies Schijven; Mi Название: Games for Health 2014 ISBN: 3658071400 ISBN-13(EAN): 9783658071400 Издательство: Springer Рейтинг: Цена: 5223.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
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.
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
Автор: Sangkyun Kim; Kibong Song; Barbara Lockee; John Bu Название: Gamification in Learning and Education ISBN: 3319836986 ISBN-13(EAN): 9783319836980 Издательство: Springer Рейтинг: 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.
Автор: Yam San Chee Название: Games-To-Teach or Games-To-Learn ISBN: 9812875174 ISBN-13(EAN): 9789812875174 Издательство: Springer Рейтинг: Цена: 16979.00 р. Наличие на складе: Есть у поставщика 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.
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.
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.
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.
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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