9783111521374 - teaching the middle ages through modern games: using, modding and creating games for education and impact: 11 (video games and the humanities, 11) (26 resultados)

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Editorial: De Gruyter Oldenbourg 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Editorial: De Gruyter Oldenbourg 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Idioma: Inglés
Editorial: De Gruyter Oldenbourg 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Paperback or Softback. Condición: New. Teaching the Middle Ages Through Modern Games: Using, Modding and Creating Games for Education and Impact. Book.

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Editorial: De Gruyter Oldenbourg 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Librería: Rarewaves USA, OSWEGO, IL, Estados Unidos de AmericaRarewaves USA
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Paperback. Condición: New. Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding…of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

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Editorial: De Gruyter Oldenbourg 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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perfect. Condición: New.

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Editorial: De Gruyter Oldenbourg 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Paperback. Condición: Brand New. 313 pages. 9.05x6.10x9.21 inches. In Stock.

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Editorial: De Gruyter Oldenbourg 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Editorial: De Gruyter Oldenbourg, De Gruyter Oldenbourg Jun 2024 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Taschenbuch. Condición: Neu. Neuware -Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster und…erstanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress.The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool.This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Idioma: Inglés
Editorial: De Gruyter Oldenbourg 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Paperback. Condición: New. Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding…of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

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Editorial: De Gruyter Oldenbourg, De Gruyter Oldenbourg Jun 2024 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Taschenbuch. Condición: Neu. Neuware -Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster und…erstanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress.The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool.This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.Walter de Gruyter GmbH, Genthiner Strasse 13, 10785 Berlin 314 pp. Englisch.

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Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Taschenbuch. Condición: Neu. Neuware - Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster un…derstanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Idioma: Inglés
Editorial: De Gruyter Oldenbourg 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Taschenbuch. Condición: Neu. Teaching the Middle Ages through Modern Games | Using, Modding and Creating Games for Education and Impact | Robert Houghton | Taschenbuch | ISSN | VII | Englisch | 2024 | De Gruyter Oldenbourg | EAN 9783111521374 | Verantwortliche Person für die EU: Walter de Gruyter GmbH, De Gruyter GmbH, Genthiner… Str. 13, 10785 Berlin, productsafety[at]degruyterbrill[dot]com | Anbieter: preigu.

Idioma: Inglés
Editorial: De Gruyter, DE 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Paperback. Condición: New. Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding…of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Idioma: Inglés
Editorial: De Gruyter Jan 2023 2023
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AlemaniaBuchWeltWeit Ludwig Meier e.K.
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Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of infor…mation through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history. 314 pp. Englisch.

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Editorial: De Gruyter Oldenbourg 2024
Serie: Video Games and the Humanities, Libro 2 de 10. Libro 2 de 10 - Video Games and the Humanities
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Librería: moluna, Greven, Alemaniamoluna
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Kartoniert / Broschiert. Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Die Aufsaetze sind allesamt sehr praxisorientiert aufgebaut, positiv hervorzuheben ist auch, dass einige Autor:innen von unerwarteten Schwierigkeiten schreiben und wie sie ihnen in der Lehrpra…xis begegnet sind. Der Band bietet eine insgesamt hilfreiche Samm.