Verlag: Taylor & Francis Group, 2012
ISBN 10: 0415896975 ISBN 13: 9780415896979
Anbieter: Better World Books, Mishawaka, IN, USA
Zustand: Very Good. 2nd Edition. Used book that is in excellent condition. May show signs of wear or have minor defects.
Verlag: Taylor & Francis Group, 2012
ISBN 10: 0415896975 ISBN 13: 9780415896979
Anbieter: Better World Books, Mishawaka, IN, USA
Zustand: Good. 2nd Edition. Used book that is in clean, average condition without any missing pages.
Verlag: Taylor & Francis Group, 2015
ISBN 10: 1138849820 ISBN 13: 9781138849822
Anbieter: Better World Books, Mishawaka, IN, USA
Zustand: Very Good. 3rd Edition. Used book that is in excellent condition. May show signs of wear or have minor defects.
Verlag: Taylor & Francis Group, 2015
ISBN 10: 1138849820 ISBN 13: 9781138849822
Anbieter: Better World Books, Mishawaka, IN, USA
Zustand: Good. 3rd Edition. Used book that is in clean, average condition without any missing pages.
Verlag: Routledge, 2008
ISBN 10: 0415977215 ISBN 13: 9780415977210
Anbieter: WeBuyBooks, Rossendale, LANCS, Vereinigtes Königreich
Zustand: Good. Most items will be dispatched the same or the next working day.
Verlag: Lulu.com, United Kingdom, London, 2011
ISBN 10: 1446768651 ISBN 13: 9781446768655
Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes Königreich
Paperback. Zustand: Very Good. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
Verlag: Bloomsbury Publishing PLC, United Kingdom, London, 2007
ISBN 10: 0826497470 ISBN 13: 9780826497475
Anbieter: WorldofBooks, Goring-By-Sea, WS, Vereinigtes Königreich
Paperback. Zustand: Very Good. There is increasing focus on the use of computer games across all ages. The trend is leading to educators, theorists and researchers, most especially those in the UK, US and Nordic countries, investigating how games can be effectively applied in everyday learning contexts. In this book, based on his PhD dissertation, Simon Egenfeldt-Nielsen aims to establish a new framework for understanding educational use of computer games that go beyond what we know as edutainment. The book presents a thorough overview, analysis and discussion of current research and then goes on to create the foundation for a new approach to educational use of computer games that goes beyond current reliance on behaviorism. The book has been read, but is in excellent condition. Pages are intact and not marred by notes or highlighting. The spine remains undamaged.
Verlag: Routledge, New York, 2008
ISBN 10: 0415977215 ISBN 13: 9780415977210
Anbieter: San Francisco Book Company, Paris, Frankreich
Paperback. Zustand: Very good. Paperback Octavo. wraps, 293 pp Standard shipping (no tracking or insurance) / Priority (with tracking) / Custom quote for large or heavy orders.
Verlag: Taylor & Francis Group, 2019
ISBN 10: 1138363057 ISBN 13: 9781138363052
Anbieter: Better World Books, Mishawaka, IN, USA
Zustand: Good. Used book that is in clean, average condition without any missing pages.
Verlag: Taylor & Francis, 2024
ISBN 10: 1032229748 ISBN 13: 9781032229744
Anbieter: moluna, Greven, Deutschland
Zustand: New. Simon Egenfeldt-Nielsen is CEO of Serious Games Interactive and DiBL. He has a PhD from IT-University of Copenhagen in Games and Learning. Previously he worked as an assistant professor at the Center for Computer Games Research at the IT Universit.
Verlag: Taylor & Francis Ltd, 2019
ISBN 10: 1138362999 ISBN 13: 9781138362994
Anbieter: Buchpark, Trebbin, Deutschland
Zustand: Sehr gut. Zustand: Sehr gut - Gepflegter, sauberer Zustand. | Seiten: 400 | Sprache: Englisch | Produktart: Bücher.
Verlag: Taylor & Francis Ltd, 2019
ISBN 10: 1138362999 ISBN 13: 9781138362994
Anbieter: Buchpark, Trebbin, Deutschland
Zustand: Hervorragend. Zustand: Hervorragend | Seiten: 400 | Sprache: Englisch | Produktart: Bücher.
Verlag: BLOOMSBURY 3PL, 2007
ISBN 10: 0826497470 ISBN 13: 9780826497475
Anbieter: moluna, Greven, Deutschland
Zustand: New. The increasing focus on the use of computer games across all ages prompts an investigation into how games can be effectively applied in everyday learning contexts. This book aims to establish a framework for understanding educational use of computer games. .