Автор: Freitas Sara De Название: Digital Games and Learning ISBN: 1441198709 ISBN-13(EAN): 9781441198709 Издательство: Bloomsbury Academic Рейтинг: Цена: 5542.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: How can gaming and simulation technologies be used to engage learners? How can they be used to motivate and accelerate learning? What are their main strengths for learning? In this book, contributors explore such questions to help you understand the paradigm shift from conventional learning environments to learning in games and simulations.
Автор: Johannes Fromme; Alexander Unger Название: Computer Games and New Media Cultures ISBN: 9400793014 ISBN-13(EAN): 9789400793019 Издательство: Springer Рейтинг: Цена: 30606.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: The International Handbook of Digital Games Studies provides an up-to-date overview of the field and perspectives for the future. The focus lies on aesthetic, social, cultural and educational aspects of computer games and persistent (multiplayer) game worlds.
Автор: Yam San Chee Название: Games-To-Teach or Games-To-Learn ISBN: 981101244X ISBN-13(EAN): 9789811012440 Издательство: Springer Рейтинг: Цена: 14365.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Introduction.- Games-To-Teach or Games-To-Learn: What's the Difference and Why it Matters.- Theory of Game-Based Learning as Performance.- Statecraft X: Learning Governance by Governing.- Legends of Alkhimia: Engaging in Scientific Inquiry by Being a Chemist.- Escape from Centauri 7: Reifying in Electromagnetic Forces Through Simulation.- Game-Based Learning and the Challenge of School Reform.- Future Prospects and Educational Opportunities.
Автор: P. Lacasa Название: Learning in Real and Virtual Worlds ISBN: 1349457124 ISBN-13(EAN): 9781349457120 Издательство: Springer Рейтинг: Цена: 6986.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Packed with critical analysis and real-life examples, this book explores how children`s video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
Автор: Farber, Matthew Название: Game-based learning in action ISBN: 1433144743 ISBN-13(EAN): 9781433144745 Издательство: Peter Lang Рейтинг: Цена: 9364.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
How are expert educators using games in their classrooms to give students agency, while also teaching twenty-first century skills, like empathy, systems thinking, and design thinking? This question has motivated Matthew Farber’s Game-Based Learning in Action: How an Expert Affinity Group Teaches With Games showcasing how one affinity group of K12 educators—known as "The Tribe"—teaches with games. They are transformational leaders outside the classroom, in communities of practice. They mentor and lead newcomers to game-based learning, as well as advise game developers, academics, and policymakers.
Teachers in "The Tribe" do not teach in isolation—they share, support, and mentor each other in a community of practice. Farber shares his findings about the social practices of these educators. Game-Based Learning in Action details how the classrooms of expert game-based learning teachers function, from how they rollout games to how they assess learning outcomes.
There are plenty of lessons to be learned from the best practices of expert educators. These teachers use games to provide a shared meaningful experience for students. Games are often the focal point of instruction. Featuring a foreword from James Paul Gee (Mary Lou Fulton Presidential Professor of Literacy Studies, and Regents’ Professor), this book comments on promises and challenges of game-based learning in twenty-first century classrooms. If you are looking to innovate your classroom with playful and gameful learning practices, then Game-Based Learning in Action is for you!
Автор: Dickey Michele D. Название: Aesthetics and Design for Game-Based Learning ISBN: 041572094X ISBN-13(EAN): 9780415720946 Издательство: Taylor&Francis Рейтинг: Цена: 22968.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning.
Описание: Presents research exploring the theoretical and practical aspects of digital games and technological applications within contemporary education. Featuring coverage on a range of topics such as digital integration, educational simulation, and learning theories, this book is designed for teachers, students, researchers, and software developers.
Название: Serious Play ISBN: 1138689408 ISBN-13(EAN): 9781138689404 Издательство: Taylor&Francis Рейтинг: Цена: 22202.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools.
Автор: Misra, Rupananda, Название: Digital games for minority student engagement : ISBN: 1522533982 ISBN-13(EAN): 9781522533986 Издательство: Turpin Рейтинг: Цена: 21991.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: Due to various challenges within the public-school system, such as underfunding, lack of resources, and difficulty retaining and recruiting teachers of color, minority students have been found to be underperforming compared to their majority counterparts. Minority students deserve quality public education, which can only happen if the gap in equity and access is closed. In order to close this achievement gap between the majority and minority groups, it is critical to increase the learning gains of the minority students.Digital Games for Minority Student Engagement: Emerging Research and Opportunities is an essential reference source that argues that digital games can potentially help to solve the problems of minority students’ insufficient academic preparation, and that a game-based learning environment can help to engage these students with the content and facilitate academic achievement. Featuring research on topics such as education policy, interactive learning, and student engagement, this book is ideally designed for educators, principals, policymakers, academicians, administrators, researchers, and students.
Описание: This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.
Описание: Presenting original studies and rich conceptual analyses, this volume explores how cognitive and affective metrics can be used to effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training.
Описание: The book explores advances in soft-skill training through the adaptation of traditional psycho-pedagogical methodology to digital and online settings.
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