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Aggiungi al carrelloCondizione: As New. Unread book in perfect condition.
Lingua: Inglese
Editore: Continuum International Publishing Group Ltd., 2007
ISBN 10: 0826497470 ISBN 13: 9780826497475
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Lingua: Inglese
Editore: Bloomsbury Publishing PLC, London, 2007
ISBN 10: 0826497470 ISBN 13: 9780826497475
Da: Grand Eagle Retail, Bensenville, IL, U.S.A.
Hardcover. Condizione: new. Hardcover. There is increasing focus on the use of computer games across all ages. The trend is leading to educators, theorists and researchers, most especially those in the UK, US and Nordic countries, investigating how games can be effectively applied in everyday learning contexts. In this book, based on his PhD dissertation, Simon Egenfeldt-Nielsen aims to establish a new framework for understanding educational use of computer games that go beyond what we know as edutainment. The book presents a thorough overview, analysis and discussion of current research and then goes on to create the foundation for a new approach to educational use of computer games that goes beyond current reliance on behaviorism. The increasing focus on the use of computer games across all ages prompts an investigation into how games can be effectively applied in everyday learning contexts. This book aims to establish a framework for understanding educational use of computer games. It presents an overview, analysis and discussion of the relevant research. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Lingua: Inglese
Editore: Continuum International Publishing Group Ltd., 2007
ISBN 10: 0826497470 ISBN 13: 9780826497475
Da: Kennys Bookstore, Olney, MD, U.S.A.
EUR 265,42
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Lingua: Inglese
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Da: Books Puddle, New York, NY, U.S.A.
Condizione: New. pp. 242 Index.
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Aggiungi al carrelloHardcover. Condizione: Brand New. new title edition. 232 pages. 9.25x6.50x1.00 inches. In Stock.
Lingua: Inglese
Editore: Bloomsbury Publishing (UK), 2007
ISBN 10: 0826497470 ISBN 13: 9780826497475
Da: PBShop.store UK, Fairford, GLOS, Regno Unito
EUR 192,36
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Aggiungi al carrelloHRD. Condizione: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Lingua: Inglese
Editore: Bloomsbury Publishing (UK), 2007
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Aggiungi al carrelloHRD. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Lingua: Inglese
Editore: Bloomsbury Publishing PLC, London, 2007
ISBN 10: 0826497470 ISBN 13: 9780826497475
Da: CitiRetail, Stevenage, Regno Unito
EUR 201,76
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Aggiungi al carrelloHardcover. Condizione: new. Hardcover. There is increasing focus on the use of computer games across all ages. The trend is leading to educators, theorists and researchers, most especially those in the UK, US and Nordic countries, investigating how games can be effectively applied in everyday learning contexts. In this book, based on his PhD dissertation, Simon Egenfeldt-Nielsen aims to establish a new framework for understanding educational use of computer games that go beyond what we know as edutainment. The book presents a thorough overview, analysis and discussion of current research and then goes on to create the foundation for a new approach to educational use of computer games that goes beyond current reliance on behaviorism. The increasing focus on the use of computer games across all ages prompts an investigation into how games can be effectively applied in everyday learning contexts. This book aims to establish a framework for understanding educational use of computer games. It presents an overview, analysis and discussion of the relevant research. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.
Da: moluna, Greven, Germania
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Aggiungi al carrelloGebunden. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The increasing focus on the use of computer games across all ages prompts an investigation into how games can be effectively applied in everyday learning contexts. This book aims to establish a framework for understanding educational use of computer games. .
Lingua: Inglese
Editore: Continuum International Publishing Group, 2007
ISBN 10: 0826497470 ISBN 13: 9780826497475
Da: Majestic Books, Hounslow, Regno Unito
EUR 282,95
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Aggiungi al carrelloCondizione: New. Print on Demand pp. 242 12 Illus.
Da: preigu, Osnabrück, Germania
EUR 217,15
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Aggiungi al carrelloBuch. Condizione: Neu. Educational Potential of Computer Games | Simon Egenfeldt-Nielsen | Buch | Gebunden | Englisch | 2007 | Bloomsbury 3PL | EAN 9780826497475 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.
Lingua: Inglese
Editore: Continuum International Publishing Group, 2007
ISBN 10: 0826497470 ISBN 13: 9780826497475
Da: Biblios, Frankfurt am main, HESSE, Germania
EUR 286,24
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Aggiungi al carrelloCondizione: New. PRINT ON DEMAND pp. 242.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 255,08
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Aggiungi al carrelloBuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - There is increasing focus on the use of computer games across all ages. The trend is leading to educators, theorists and researchers, most especially those in the UK, US and Nordic countries, investigating how games can be effectively applied in everyday learning contexts. In this book, based on his PhD dissertation, Simon Egenfeldt-Nielsen aims to establish a new framework for understanding educational use of computer games that go beyond what we know as edutainment. The book presents a thorough overview, analysis and discussion of current research and then goes on to create the foundation for a new approach to educational use of computer games that goes beyond current reliance on behaviorism.