Teaching Using Computer Game Development traces the efforts of a teacher of technology who translated the contents of a software engineering course (which students usually complained was boring) into an involved project centered on developing a computer game. In addition to meeting with success in his initial project, the instructor discovered an approach to teaching that broadened the scope of the classroom to accommodated students with widely varying learning styles. A further discovery was that what applied to a technology classroom can extend across the curriculum. Developing such topics as starter game morphing, software engineering, feature-based development, simplified UML, participatory learning, autotelic learning, and metonymic and analogical transfer, this book is an excellent source of information on how computer game development supplements formal academic studies to create learning environments that appeal to a wide variety of learning styles and personalities. In an age of digitalization, it provides many insights for anyone who is interested in using digital media to enhance the classroom
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Teaching Using Computer Game Development traces the efforts of a teacher of technology who translated the contents of a software engineering course (which students usually complained was boring) into an involved project centered on developing a computer game. In addition to meeting with success in his initial project, the instructor discovered an approach to teaching that broadened the scope of the classroom to accommodated students with widely varying learning styles. A further discovery was that what applied to a technology classroom can extend across the curriculum. Developing such topics as starter game morphing, software engineering, feature-based development, simplified UML, participatory learning, autotelic learning, and metonymic and analogical transfer, this book is an excellent source of information on how computer game development supplements formal academic studies to create learning environments that appeal to a wide variety of learning styles and personalities. In an age of digitalization, it provides many insights for anyone who is interested in using digital media to enhance the classroom
John P. Flynt, Ph. D., teaches in the Department of Applied Mathematics and the ATLAS Technology Arts and Media program at the University of Colorado, Boulder. He has a background in teaching programming, computer science, game development, and literary studies. Among his other works is In the Mind of a Game.
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Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania
Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Teaching Using Computer Game Development traces the efforts of a teacher of technology who translated the contents of a software engineering course (which students usually complained was boring) into an involved project centered on developing a computer game. In addition to meeting with success in his initial project, the instructor discovered an approach to teaching that broadened the scope of the classroom to accommodated students with widely varying learning styles. A further discovery was that what applied to a technology classroom can extend across the curriculum. Developing such topics as starter game morphing, software engineering, feature-based development, simplified UML, participatory learning, autotelic learning, and metonymic and analogical transfer, this book is an excellent source of information on how computer game development supplements formal academic studies to create learning environments that appeal to a wide variety of learning styles and personalities. In an age of digitalization, it provides many insights for anyone who is interested in using digital media to enhance the classroom 156 pp. Englisch. Nº de ref. del artículo: 9783838304069
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Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Teaching Using Computer Game Development traces the efforts of a teacher of technology who translated the contents of a software engineering course (which students usually complained was boring) into an involved project centered on developing a computer gam. Nº de ref. del artículo: 5411137
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Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Teaching Using Computer Game Development traces the efforts of a teacher of technology who translated the contents of a software engineering course (which students usually complained was boring) into an involved project centered on developing a computer game. In addition to meeting with success in his initial project, the instructor discovered an approach to teaching that broadened the scope of the classroom to accommodated students with widely varying learning styles. A further discovery was that what applied to a technology classroom can extend across the curriculum. Developing such topics as starter game morphing, software engineering, feature-based development, simplified UML, participatory learning, autotelic learning, and metonymic and analogical transfer, this book is an excellent source of information on how computer game development supplements formal academic studies to create learning environments that appeal to a wide variety of learning styles and personalities. In an age of digitalization, it provides many insights for anyone who is interested in using digital media to enhance the classroomVDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 156 pp. Englisch. Nº de ref. del artículo: 9783838304069
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Librería: AHA-BUCH GmbH, Einbeck, Alemania
Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Teaching Using Computer Game Development traces the efforts of a teacher of technology who translated the contents of a software engineering course (which students usually complained was boring) into an involved project centered on developing a computer game. In addition to meeting with success in his initial project, the instructor discovered an approach to teaching that broadened the scope of the classroom to accommodated students with widely varying learning styles. A further discovery was that what applied to a technology classroom can extend across the curriculum. Developing such topics as starter game morphing, software engineering, feature-based development, simplified UML, participatory learning, autotelic learning, and metonymic and analogical transfer, this book is an excellent source of information on how computer game development supplements formal academic studies to create learning environments that appeal to a wide variety of learning styles and personalities. In an age of digitalization, it provides many insights for anyone who is interested in using digital media to enhance the classroom. Nº de ref. del artículo: 9783838304069
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Librería: preigu, Osnabrück, Alemania
Taschenbuch. Condición: Neu. Teaching Using Computer Game Development | Enhancing the Curriculum with Participatory Technology | John Flynt | Taschenbuch | 156 S. | Englisch | 2009 | LAP LAMBERT Academic Publishing | EAN 9783838304069 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu. Nº de ref. del artículo: 101519380
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