Game on: Using Digital Games to Transform Teaching, Learning, and Assessment

Ryan L Schaaf

8 valoraciones de Goodreads

Idioma: inglés

Editorial: Solution Tree Press, 2016

1936763974 / 9781936763979

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Librería: World of Books (was SecondSale), Montgomery, IL, Estados Unidos de AmericaWorld of Books (was SecondSale)

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Descripción del artículo del vendedor

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.…

N° de ref. del artículo 00104651722

Título
Game on: Using Digital Games to Transform Teaching, Learning, and Assessment
Autor
Ryan L Schaaf
Editorial
Solution Tree Press
Año de publicación
2016
Estado
Very Good
Encuadernación
Paperback
Idioma
inglés
ISBN 10
1936763974
ISBN 13
9781936763979

World of Books (was SecondSale)

Montgomery, IL, Estados Unidos de America

Vendedor de 5 estrellas

Vendedor de AbeBooks desde 20 de diciembre de 2007

Tarifas de envío en Estados Unidos de America

ArtículoDe 4 a 12 días hábilesDe 3 a 6 días hábiles
Primer artículoEUR 0,00EUR 9,63
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Founded in 2002, World of Books is a leading online destination for buying and selling both preloved and new books, committed to making sustainable reading accessible to all. With a mission to help people read more and waste less, World of Books offers a huge range of affordable, high-quality books — giving both new and preloved titles a second life. The company also operates World of Books – Sell Your Books, an easy-to-use platform that allows customers to trade in unwanted books for cash, helping to keep books in circulation while promoting sustainability. As a Certified B Corp, World of Books is driven by a vision to become the world’s largest and most sustainable dedicated online bookstore. The company measures its success through the positive environmental impact it creates, the value it provides to customers, and its ability to operate profitably while supporting its sustainable mission …

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SBYB, Inc.

900 Knell Rd
Montgomery, IL Estados Unidos de America 60538