Nathan k silva (4 resultados)

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  • Libros (4)

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  • Idioma: Inglés

    Editorial: Pinter Publishers London, 1988

    0861879503 / 9780861879502

    • Tapa dura

    Librería: online-buch-de, Dozwil, Suizaonline-buch-de

    Vendedor de 5 estrellas
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    Condición: Usado - Excelente

    EUR 49,00

    Envío por EUR 36,00 
    Se envía de Suiza a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Hardcover Jan 01, 1988. Condición: gebraucht; sehr gut. Hardcover Leinen mit Schutzumschlag, ungelesen, Seiten etwas angegilbt (Papierqualität).

  • Idioma: Inglés

    Editorial: Westview Press, 1988

    0861879503 / 9780861879502

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    Librería: Mispah books, Redhill, SURRE, Reino UnidoMispah books

    Vendedor de 4 estrellas
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    Condición: Usado - Como Nuevo

    EUR 166,45

    Envío por EUR 29,28 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Hardcover. Condición: Like New. LIKE NEW. SHIPS FROM MULTIPLE LOCATIONS. book.

  • Idioma: Inglés

    Editorial: Routledge Okt 2023, 2023

    1642673935 / 9781642673937

    • Tapa blanda
    • Impresión bajo demanda

    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.

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    Condición: Nuevo

    EUR 47,30

    Envío por EUR 23,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 2 disponibles

    Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement.This book presents actual examples from gamified college courses, furnishing strategies and detailed plans for integrating gamification, regardless of the subject area, discipline, or modality. Moreover, the step-by-step how-to aspects of gamification that do not require expensive, proprietary gaming software set this book apart from others in the field. Gamification in Higher Education explores ways to incorporate real-world simulations and promote critical thinking skill, while focusing on storytelling through which to draw in students and help them get into the game, both literally and figuratively. Additionally, the book examines gamification research and how it can be used to support reluctant learners who normally struggle with complex course content. The authors share their experiences with what has worked and, more importantly, what has not worked in adding gamification to their courses.This key resource offers educators a practical guide that will take instructors step-by-step through the design, development, and implementation of game elements, games, and fully gamified courses without using costly specialized software. Its conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification. 264 pp. Englisch. …

  • Idioma: Inglés

    Editorial: Routledge, 2023

    1642673935 / 9781642673937

    • Tapa blanda
    • Impresión bajo demanda

    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

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    Condición: Nuevo

    EUR 57,17

    Envío por EUR 35,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Gamification in Higher Education is a user-friendly text for anyone curious about gamification and how it increases student engagement.This book presents actual examples from gamified college courses, furnishing strategies and detailed plans for integrating gamification, regardless of the subject area, discipline, or modality. Moreover, the step-by-step how-to aspects of gamification that do not require expensive, proprietary gaming software set this book apart from others in the field. Gamification in Higher Education explores ways to incorporate real-world simulations and promote critical thinking skill, while focusing on storytelling through which to draw in students and help them get into the game, both literally and figuratively. Additionally, the book examines gamification research and how it can be used to support reluctant learners who normally struggle with complex course content. The authors share their experiences with what has worked and, more importantly, what has not worked in adding gamification to their courses.This key resource offers educators a practical guide that will take instructors step-by-step through the design, development, and implementation of game elements, games, and fully gamified courses without using costly specialized software. Its conversational tone endeavors to put educators, whether novice, mid-career, or veteran, at ease with the process of gamification. …