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Using digital games assessment de schaaf ryan (11 resultados)

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  • Idioma: Inglés

    Editorial: Solution Tree, 2015

    1935542532 / 9781935542537

    • Tapa blanda

    Librería: Zoom Books Company, Lynden, WA, Estados Unidos de AmericaZoom Books Company

    Vendedor de 5 estrellas
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    Condición: Usado - Bueno

    EUR 14,05

     Gastos de envío gratis 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponible

    Condición: very_good. Book is in very good condition and may include minimal underlining highlighting. The book can also include "From the library of" labels. May not contain miscellaneous items toys, dvds, etc. . We offer 100% money back guarantee and 24 7 customer service.

  • Idioma: Inglés

    Editorial: Solution Tree, 2015

    1935542532 / 9781935542537

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    Librería: ThriftBooks-Dallas, Dallas, TX, Estados Unidos de AmericaThriftBooks-Dallas

    Vendedor de 5 estrellas
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    Condición: Usado - Bueno

    EUR 14,84

     Gastos de envío gratis 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponible

    Paperback. Condición: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.

  • Idioma: Inglés

    Editorial: Solution Tree, 2015

    1935542532 / 9781935542537

    • Tapa blanda

    Librería: ThriftBooks-Atlanta, AUSTELL, GA, Estados Unidos de AmericaThriftBooks-Atlanta

    Vendedor de 5 estrellas
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    Condición: Usado - Aceptable

    EUR 14,84

     Gastos de envío gratis 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponible

    Paperback. Condición: Good. No Jacket. Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, Spend Less.

  • Idioma: Inglés

    Editorial: Solution Tree, 2016

    1936763974 / 9781936763979

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    Librería: clickgoodwillbooks, Indianapolis, IN, Estados Unidos de Americaclickgoodwillbooks

    Vendedor de 4 estrellas
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    Condición: Usado - Regular

    EUR 13,55

    Envío por EUR 3,58 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponible

    Condición: acceptable. Used - Acceptable: All pages and the cover are intact, but shrink wrap, dust covers, or boxed set case may be missing. Pages may include limited notes, highlighting, or minor water damage but the text is readable. Item may be missing bundled media.

  • 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)

    Vendedor de 5 estrellas
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    Condición: Usado - Aceptable

    EUR 17,35

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    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 2 disponibles

    Paperback. Condición: Good. 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.…

  • Idioma: Inglés

    Editorial: Solution Tree Press, 2016

    1936763974 / 9781936763979

    • Tapa blanda

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

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Usado - Bueno

    EUR 17,35

     Gastos de envío gratis 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponible

    Paperback. Condición: Very Good. 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.…

  • Idioma: Inglés

    Editorial: Solution Tree, 2016

    1936763974 / 9781936763979

    • Tapa blanda

    Librería: The Maryland Book Bank, Baltimore, MD, Estados Unidos de AmericaThe Maryland Book Bank

    Vendedor de 5 estrellas
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    Condición: Usado - Bueno

    EUR 13,54

    Envío por EUR 4,20 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponible

    perfect. Condición: Very Good. Illustrated. Used - Very Good.

  • Idioma: Inglés

    Editorial: Solution Tree Press, 2016

    1936763974 / 9781936763979

    • Tapa blanda

    Librería: World of Books Inc, Montgomery, IL, Estados Unidos de AmericaWorld of Books Inc

    Vendedor de 4 estrellas
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    Condición: Usado - Aceptable

    EUR 19,19

     Gastos de envío gratis 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 2 disponibles

    Paperback. Condición: Good. 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.…

  • Idioma: Inglés

    Editorial: Solution Tree Press, 2016

    1936763974 / 9781936763979

    • Tapa blanda

    Librería: World of Books Inc, Montgomery, IL, Estados Unidos de AmericaWorld of Books Inc

    Vendedor de 4 estrellas
    Contactar con el vendedor

    Condición: Usado - Bueno

    EUR 19,19

     Gastos de envío gratis 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponible

    Paperback. Condición: Very Good. 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.…

  • Idioma: Inglés

    Editorial: Solution Tree, 2016

    1936763974 / 9781936763979

    • Tapa blanda

    Librería: Textbook Bookie, Little Rock, AR, Estados Unidos de AmericaTextbook Bookie

    Vendedor de 5 estrellas
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    Condición: Usado - Aceptable

    EUR 18,91

    Envío por EUR 3,81 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 1 disponible

    No binding. Condición: Good. Book in Good condition.

  • Condición: Nuevo

    EUR 54,38

    Envío por EUR 11,95 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Paperback. Condición: Brand New. 176 pages. 9.75x7.00x0.75 inches. In Stock.