Unlocking the Potential of Puzzle-based Learning: Designing escape rooms and games for the classroom, Liz Cable, Scott Nicholson
Автор: Sheldon, Lee Название: The Multiplayer Classroom ISBN: 0367249065 ISBN-13(EAN): 9780367249069 Издательство: Taylor&Francis Рейтинг: Цена: 127600.00 T Наличие на складе: Невозможна поставка. Описание: This is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Learn how to create multiplayer games for any age on any subject.
Автор: Mentis M et al Название: Bridging Learning: Second Edition ISBN: 1412969948 ISBN-13(EAN): 9781412969949 Издательство: Sage Publications Рейтинг: Цена: 65470.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This updated volume provides fourteen core thinking skills that increase students` cognitive capacity and shows educators how to "bridge" these skills to the home and community.
Автор: Hoyle Konecni, Elizabeth Название: Sparking Curiosity through Project-Based Learning in the Early Childhood Classroom ISBN: 1032365382 ISBN-13(EAN): 9781032365381 Издательство: Taylor&Francis Рейтинг: Цена: 132710.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Learn how to tap into and illuminate the creative potential in all learners with this inspiring and practical book. This book teaches early childhood educators to unlock the creativity in all learners while celebrating inquiry at its highest levels.
Автор: O`Mahony, Kieran Название: The Brain-Based Classroom ISBN: 0367617099 ISBN-13(EAN): 9780367617097 Издательство: Taylor&Francis Рейтинг: Цена: 117390.00 T Наличие на складе: Нет в наличии.
Автор: O`mahony, Kieran Название: Brain-based classroom ISBN: 0367610116 ISBN-13(EAN): 9780367610111 Издательство: Taylor&Francis Рейтинг: Цена: 26530.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: The Brain-Based Classroom translates findings from educational neuroscience into a new paradigm of practices suitable for any teacher.
Автор: Jackson Kellinger Janna Название: A Guide to Designing Curricular Games: How to "game " the System ISBN: 3319825690 ISBN-13(EAN): 9783319825694 Издательство: Springer Рейтинг: Цена: 130430.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This book is a guide to designing curricular games to suit the needs of students. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply "Alex Trebek (host of Jeopardy) wearing a mask".
Автор: Yam San Chee Название: Games-To-Teach or Games-To-Learn ISBN: 9812875174 ISBN-13(EAN): 9789812875174 Издательство: Springer Рейтинг: Цена: 113190.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Games-To-Teach or Games-To-Learn
Автор: Becker Название: Choosing and Using Digital Games in the Classroom ISBN: 3319122223 ISBN-13(EAN): 9783319122229 Издательство: Springer Рейтинг: Цена: 102480.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.
Автор: Jackson Kellinger Название: A Guide to Designing Curricular Games ISBN: 3319423924 ISBN-13(EAN): 9783319423920 Издательство: Springer Рейтинг: Цена: 102480.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.
In the last few years, global education has become a key concept within the TEFL domain, suggesting competences, topics, and methods that enable students to become responsible and knowledgeable participants in a globalized world. With the help of a triangulated blended learning study conducted in five different middle school EFL classes, and an additional small group study, the author investigates the potential of digital games that have an educational purpose, so called serious games, for global education when used in EFL scenarios. The results show a clear contribution of serious games to global education when used with EFL learners, leading to a reference model of digital game-based learning in the EFL classroom.
Автор: Becker Katrin Название: Choosing and Using Digital Games in the Classroom: A Practical Guide ISBN: 3319791753 ISBN-13(EAN): 9783319791753 Издательство: Springer Рейтинг: Цена: 74530.00 T Наличие на складе: Есть у поставщика Поставка под заказ. Описание: Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player`s point of view of the game experience.
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