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Learning with Digital Games, Whitton, Nicola


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Цена: 183750.00T
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Склад Америка: 184 шт.  
При оформлении заказа до: 2025-08-18
Ориентировочная дата поставки: конец Сентября - начало Октября
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Автор: Whitton, Nicola
Название:  Learning with Digital Games
ISBN: 9780415997744
Издательство: Taylor&Francis
Классификация:
ISBN-10: 0415997747
Обложка/Формат: Hardback
Страницы: 216
Вес: 0.59 кг.
Дата издания: 08.09.2009
Серия: Open and flexible learning series
Язык: English
Иллюстрации: 6 tables, black and white; 1 line drawings, black and white; 26 illustrations, black and white
Размер: 234 x 160 x 18
Подзаголовок: A practical guide to engaging students in higher education
Рейтинг:
Поставляется из: Европейский союз

Learning in Real and Virtual Worlds

Автор: Lacasa Pilar
Название: Learning in Real and Virtual Worlds
ISBN: 1137312041 ISBN-13(EAN): 9781137312044
Издательство: Springer
Рейтинг:
Цена: 74530.00 T
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.

Digital Games and Learning

Автор: Freitas Sara De
Название: Digital Games and Learning
ISBN: 1441198709 ISBN-13(EAN): 9781441198709
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 36950.00 T
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.

Computer Games and Language Learning

Автор: Peterson Mark
Название: Computer Games and Language Learning
ISBN: 1137005165 ISBN-13(EAN): 9781137005168
Издательство: Springer
Рейтинг:
Цена: 74530.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.

Aesthetics and Design for Game-Based Learning

Автор: Dickey Michele D.
Название: Aesthetics and Design for Game-Based Learning
ISBN: 0415720966 ISBN-13(EAN): 9780415720960
Издательство: Taylor&Francis
Рейтинг:
Цена: 51030.00 T
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.

Physical Play and Children`s Digital Games

Автор: Krystina Madej
Название: Physical Play and Children`s Digital Games
ISBN: 3319428748 ISBN-13(EAN): 9783319428741
Издательство: Springer
Рейтинг:
Цена: 46570.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:

Play engages humans cognitively, emotionally, and physically at all ages. Using a historical framework, and focusing on play as represented by material artifacts such as toys and games, this book explores play as a form of somatic engagement that reflects cultural attitudes about development and learning as these have evolved over time in western culture. Theorists in the twentieth century such as Klein and Winnicott, Huizinga and Callois, Piaget, Bruner and Vygotsy brought different perspectives to our understanding of play’s role in our society. In particular, Vygotsky’s theories about process provide insight into how children attend to learning and assimilate new information. The increasing use of digital media as both an entertainment and learning environment at ever-younger ages, is generating new discussions about the nature and value of play in children’s development, in particular, physical, or somatic play.
The emphasis on games intended for children necessitates a discussion of the cognitive, behavioral, and neuroscience that supports play activities and physical engagement as a crucial aspect of development. The book then looks at the trajectory of digital games in contemporary culture and explores whether these artifacts (whether intended for learning or entertainment) have extended or are curtailing boundaries of somatic engagement. Finally, the book discusses alternative play and game design and, speculates on the future of new media play artifacts.

Computer Games and New Media Cultures

Автор: Johannes Fromme; Alexander Unger
Название: Computer Games and New Media Cultures
ISBN: 9400793014 ISBN-13(EAN): 9789400793019
Издательство: Springer
Рейтинг:
Цена: 204040.00 T
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.

Games-To-Teach or Games-To-Learn

Автор: Yam San Chee
Название: Games-To-Teach or Games-To-Learn
ISBN: 981101244X ISBN-13(EAN): 9789811012440
Издательство: Springer
Рейтинг:
Цена: 95770.00 T
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.


Learning in Real and Virtual Worlds

Автор: P. Lacasa
Название: Learning in Real and Virtual Worlds
ISBN: 1349457124 ISBN-13(EAN): 9781349457120
Издательство: Springer
Рейтинг:
Цена: 46570.00 T
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.

Game-based learning in action

Автор: Farber, Matthew
Название: Game-based learning in action
ISBN: 1433144743 ISBN-13(EAN): 9781433144745
Издательство: Peter Lang
Рейтинг:
Цена: 62430.00 T
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!


Handbook of research on immersive digital games in educational environments

Название: Handbook of research on immersive digital games in educational environments
ISBN: 1522557903 ISBN-13(EAN): 9781522557906
Издательство: Turpin
Рейтинг:
Цена: 356050.00 T
Наличие на складе: Есть у поставщика Поставка под заказ.
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.

Aesthetics and Design for Game-Based Learning

Автор: Dickey Michele D.
Название: Aesthetics and Design for Game-Based Learning
ISBN: 041572094X ISBN-13(EAN): 9780415720946
Издательство: Taylor&Francis
Рейтинг:
Цена: 153120.00 T
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.

Digital games for minority student engagement :

Автор: Misra, Rupananda,
Название: Digital games for minority student engagement :
ISBN: 1522533982 ISBN-13(EAN): 9781522533986
Издательство: Turpin
Рейтинг:
Цена: 146610.00 T
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.


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