Game using digital games von schaaf ryan (3 Ergebnisse)

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  • Sprache: Englisch

    Verlag: Solution Tree Press, 2016

    1936763974 / 9781936763979

    • Softcover

    Anbieter: World of Books (was SecondSale), Montgomery, IL, USAWorld of Books (was SecondSale)

    Verkäufer/-in mit 5 Sternen
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    Zustand: Gebraucht - Befriedigend

    EUR 19,51

     Versand gratis 
    Versand innerhalb von USA

    Anzahl: 2 verfügbar

    Paperback. Zustand: Good. Discover how digital gaming can improve learning and prepare students for successful futures. The authors both experienced educators and enthusiastic gamers contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources.…

  • Sprache: Englisch

    Verlag: Solution Tree Press, 2016

    1936763974 / 9781936763979

    • Softcover

    Anbieter: World of Books (was SecondSale), Montgomery, IL, USAWorld of Books (was SecondSale)

    Verkäufer/-in mit 5 Sternen
    Verkäufer/-in kontaktieren

    Zustand: Gebraucht - Gut

    EUR 19,51

     Versand gratis 
    Versand innerhalb von USA

    Anzahl: 1 verfügbar

    Paperback. Zustand: Very Good. Discover how digital gaming can improve learning and prepare students for successful futures. The authors both experienced educators and enthusiastic gamers contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources.…

  • Sprache: Englisch

    Verlag: Solution Tree, 2016

    1936763974 / 9781936763979

    • Softcover

    Anbieter: Revaluation Books, Exeter, Vereinigtes KönigreichRevaluation Books

    Verkäufer/-in mit 5 Sternen
    Verkäufer/-in kontaktieren

    Zustand: Neu

    EUR 53,48

    EUR 11,63 Versand 
    Versand von Vereinigtes Königreich nach USA

    Anzahl: 1 verfügbar

    Paperback. Zustand: Brand New. 176 pages. 9.75x7.00x0.75 inches. In Stock.