How Computer Games Help Children Learn

3,77 valoración promedio
( 71 valoraciones por GoodReads )
 
9780230602526: How Computer Games Help Children Learn

Combining years of research and classroom experience, Shaffer makes a compelling argument for the educational power of computer games as tools to help children learn about real world issues

"Sinopsis" puede pertenecer a otra edición de este libro.

Críticas:

'This totally enchanting book shows what education in the 21st century could look like if we are willing to expand our notions of learning in ways that foster productive inquiry and design. An extremely readable book....' -John Seely Brown, Former Chief Scientist of Xerox Corp. and Director of its Palo Alto Research Center (PARC), Senior Fellow, Annenberg Center, USC, Co-author, The Social Life of Information and The Only Sustainable Edge

'You may have asked yourself if computer games are destroying the minds of our nation's children. How Computer Games Help Children Learn shows that the exact opposite is true. Parents, educators, and computer game makers take note: by combining years of research and his front-line classroom experiences, Shaffer makes a cogent and compelling argument for the educational power of intelligently crafted games that can serve as tools to help children think and learn about real world problems and their solutions.' - Michael McCormick, designer, SimCity 4(tm), game producer of Star Wars - Gungan Frontier(tm) for Lucas Learning, founder of Learning Friends

'Shaffer's book moves from vivid case studies and accessible accounts of key ideas from the learning sciences to practical advice on how parents can help their kids learn more from the games they play. This book represents the logical next step in a conversation started by James Paul Gee's What Video Games Have To Teach Us About Learning and Literacy (Palgrave Macmillan, 2004) .' - Henry Jenkins, Director, Comparative Media Studies Program, MIT

'Shaffer offers practical advice to assist parents and educators to respond to his call to radically transform an increasingly outdated educational system...' - Barry Joseph, Online Leadership Director, Global Kids

'Like Dewey, Piaget, and Papert before him, Shaffer challenges us to rethink learning in a new age. He uses vivid examples - backed by solid research - to show what education should look like in the 21st century.' - Kurt D. Squire, Assistant Professor of Education, University of Wisconsin-Madison, and Game Designer

'A must read for anyone who cares about learning. Game designers depend on having millions of people voluntarily learn more than anyone would dare put into a school curriculum. So studying games - how they are designed and how they are played - is one of the best sources of insight about learning, and Shaffer is an excellent guide to making the most of it.' - Seymour Papert, Professor Emeritus, Media and Education Technology, MIT Media Lab

Reseña del editor:

Combining years of research and classroom experience, Shaffer makes a compelling argument for the educational power of computer games as tools to help children learn about real world issues.Gaming is a hot topic - $10 billion game industry, new international gamers conferences, and record-breaking sales on interactive games for all ages. As interest in gaming increases, parents and teachers will want a better understanding of games that teach. It has a strong Foreword by Gee, who wrote "What Video Games Have to Teach Us About Learning and Literacy" (Palgrave, 2004). This was the first book to argue that games are actually great learning tools for kids and has become a classic on the subject of video games and education. Author profile - Shaffer will promote the book through keynote addresses at education conferences and gaming eventsHow can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. "How Computer Games Help Children Learn" shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Based on more than a decade of research in technology, game science, and education, "How Computer Games Help Children Learn" revolutionizes the ongoing debate about the pros and cons of digital learning.

"Sobre este título" puede pertenecer a otra edición de este libro.

Los mejores resultados en AbeBooks

1.

Shaffer, D.
Editorial: Palgrave Macmillan
ISBN 10: 0230602525 ISBN 13: 9780230602526
Nuevos PAPERBACK Cantidad: 9
Librería
Midtown Scholar with FREE U.S. SHIPPING
(Harrisburg, PA, Estados Unidos de America)
Valoración
[?]

Descripción Palgrave Macmillan. PAPERBACK. Estado de conservación: New. 0230602525 New with light shelfwear. Nº de ref. de la librería Z0230602525ZN

Más información sobre esta librería | Hacer una pregunta a la librería

Comprar nuevo
EUR 9,61
Convertir moneda

Añadir al carrito

Gastos de envío: GRATIS
A Estados Unidos de America
Destinos, gastos y plazos de envío

2.

Shaffer, David Williamson; Gee, James Paul [Foreword]
Editorial: Palgrave Macmillan (2008)
ISBN 10: 0230602525 ISBN 13: 9780230602526
Nuevos Paperback Cantidad: 1
Librería
Poverty Hill Books
(La Grange, IL, Estados Unidos de America)
Valoración
[?]

Descripción Palgrave Macmillan, 2008. Paperback. Estado de conservación: New. BRAND NEW, Perfect Shape, No Black Remainder Mark,Fast Shipping With Online Tracking, International Orders shipped Global Priority Air Mail, All orders handled with care and shipped promptly in secure packaging, we ship Mon-Sat and send shipment confirmation emails. Our customer service is friendly, we answer emails fast, accept returns and work hard to deliver 100% Customer Satisfaction!. Nº de ref. de la librería 9033718

Más información sobre esta librería | Hacer una pregunta a la librería

Comprar nuevo
EUR 7,64
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 3,72
A Estados Unidos de America
Destinos, gastos y plazos de envío

3.

David Williamson Shaffer
Editorial: Palgrave Macmillan (2008)
ISBN 10: 0230602525 ISBN 13: 9780230602526
Nuevos Cantidad: > 20
Impresión bajo demanda
Librería
PBShop
(Wood Dale, IL, Estados Unidos de America)
Valoración
[?]

Descripción Palgrave Macmillan, 2008. PAP. Estado de conservación: New. New Book. Shipped from US within 10 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. Nº de ref. de la librería IQ-9780230602526

Más información sobre esta librería | Hacer una pregunta a la librería

Comprar nuevo
EUR 11,95
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 3,72
A Estados Unidos de America
Destinos, gastos y plazos de envío

4.

Gee, James Paul
ISBN 10: 0230602525 ISBN 13: 9780230602526
Nuevos Paperback Cantidad: > 20
Impresión bajo demanda
Librería
BargainBookStores
(Grand Rapids, MI, Estados Unidos de America)
Valoración
[?]

Descripción Paperback. Estado de conservación: New. This item is printed on demand. Item doesn't include CD/DVD. Nº de ref. de la librería 1132862

Más información sobre esta librería | Hacer una pregunta a la librería

Comprar nuevo
EUR 12,16
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 3,72
A Estados Unidos de America
Destinos, gastos y plazos de envío

5.

Shaffer, D.
Editorial: Palgrave Macmillan (2017)
ISBN 10: 0230602525 ISBN 13: 9780230602526
Nuevos Paperback Cantidad: 20
Impresión bajo demanda
Librería
Murray Media
(North Miami Beach, FL, Estados Unidos de America)
Valoración
[?]

Descripción Palgrave Macmillan, 2017. Paperback. Estado de conservación: New. This item is printed on demand. Nº de ref. de la librería 0230602525

Más información sobre esta librería | Hacer una pregunta a la librería

Comprar nuevo
EUR 14,29
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 2,79
A Estados Unidos de America
Destinos, gastos y plazos de envío

6.

Shaffer, David Williamson/ Gee, James Paul (FRW)
Editorial: Palgrave Macmillan 2008-03-13 (2008)
ISBN 10: 0230602525 ISBN 13: 9780230602526
Nuevos Cantidad: 5
Librería
Chiron Media
(Wallingford, Reino Unido)
Valoración
[?]

Descripción Palgrave Macmillan 2008-03-13, 2008. Estado de conservación: New. Brand new book, sourced directly from publisher. Dispatch time is 24-48 hours from our warehouse. Book will be sent in robust, secure packaging to ensure it reaches you securely. Nº de ref. de la librería NU-ING-00429159

Más información sobre esta librería | Hacer una pregunta a la librería

Comprar nuevo
EUR 13,68
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 3,57
De Reino Unido a Estados Unidos de America
Destinos, gastos y plazos de envío

7.

David Williamson Shaffer
Editorial: Palgrave MacMillan, United Kingdom (2008)
ISBN 10: 0230602525 ISBN 13: 9780230602526
Nuevos Paperback Cantidad: 10
Impresión bajo demanda
Librería
The Book Depository
(London, Reino Unido)
Valoración
[?]

Descripción Palgrave MacMillan, United Kingdom, 2008. Paperback. Estado de conservación: New. Reprint. 229 x 152 mm. Language: English . Brand New Book ***** Print on Demand *****.How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning. Nº de ref. de la librería APC9780230602526

Más información sobre esta librería | Hacer una pregunta a la librería

Comprar nuevo
EUR 17,67
Convertir moneda

Añadir al carrito

Gastos de envío: GRATIS
De Reino Unido a Estados Unidos de America
Destinos, gastos y plazos de envío

8.

David Williamson Shaffer
Editorial: Palgrave MacMillan, United Kingdom (2008)
ISBN 10: 0230602525 ISBN 13: 9780230602526
Nuevos Paperback Cantidad: 10
Impresión bajo demanda
Librería
The Book Depository US
(London, Reino Unido)
Valoración
[?]

Descripción Palgrave MacMillan, United Kingdom, 2008. Paperback. Estado de conservación: New. Reprint. 229 x 152 mm. Language: English . Brand New Book ***** Print on Demand *****. How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning. Nº de ref. de la librería APC9780230602526

Más información sobre esta librería | Hacer una pregunta a la librería

Comprar nuevo
EUR 17,69
Convertir moneda

Añadir al carrito

Gastos de envío: GRATIS
De Reino Unido a Estados Unidos de America
Destinos, gastos y plazos de envío

9.

David Williamson Shaffer, James Paul Gee (Foreword)
Editorial: Palgrave Macmillan (2008)
ISBN 10: 0230602525 ISBN 13: 9780230602526
Nuevos Paperback Cantidad: 1
Librería
Ergodebooks
(RICHMOND, TX, Estados Unidos de America)
Valoración
[?]

Descripción Palgrave Macmillan, 2008. Paperback. Estado de conservación: New. Reprint. Nº de ref. de la librería DADAX0230602525

Más información sobre esta librería | Hacer una pregunta a la librería

Comprar nuevo
EUR 14,26
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 3,72
A Estados Unidos de America
Destinos, gastos y plazos de envío

10.

David Williamson Shaffer
Editorial: Palgrave Macmillan
ISBN 10: 0230602525 ISBN 13: 9780230602526
Nuevos Paperback Cantidad: 20
Librería
BuySomeBooks
(Las Vegas, NV, Estados Unidos de America)
Valoración
[?]

Descripción Palgrave Macmillan. Paperback. Estado de conservación: New. Paperback. 256 pages. Dimensions: 9.0in. x 6.0in. x 0.7in.This book looks at how particular video and computer games--such as Digital Zoo, The Pandora Project, SodaConstructor, and more--can helpteach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new smart games willgive them the knowledge and skills they need to succeed in a changing world. This item ships from multiple locations. Your book may arrive from Roseburg,OR, La Vergne,TN. Paperback. Nº de ref. de la librería 9780230602526

Más información sobre esta librería | Hacer una pregunta a la librería

Comprar nuevo
EUR 14,82
Convertir moneda

Añadir al carrito

Gastos de envío: EUR 3,68
A Estados Unidos de America
Destinos, gastos y plazos de envío

Existen otras copia(s) de este libro

Ver todos los resultados de su búsqueda