Isbn: 9781936763979 - game on: using digital games to transform teaching, learning, and assessment (6 risultati)

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Da: World of Books (was SecondSale), Montgomery, IL, U.S.A.World of Books (was SecondSale)
Contatta il venditoreVenditore con 5 stelleCondizione: Usato - Buono
EUR 19,52
Spedizione gratuitaSpedito in U.S.A.Quantità: 2 disponibili
Paperback. Condizione: 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.…

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Da: World of Books (was SecondSale), Montgomery, IL, U.S.A.World of Books (was SecondSale)
Contatta il venditoreVenditore con 5 stelleCondizione: Usato - Molto buono
EUR 19,52
Spedizione gratuitaSpedito in U.S.A.Quantità: 1 disponibile
Paperback. Condizione: 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.…

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Da: clickgoodwillbooks, Indianapolis, IN, U.S.A.clickgoodwillbooks
Contatta il venditoreVenditore con 4 stelleCondizione: Usato - Discreto
EUR 15,92
EUR 3,51 spedizioneSpedito in U.S.A.Quantità: 1 disponibile
Condizione: 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.

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Da: The Maryland Book Bank, Baltimore, MD, U.S.A.The Maryland Book Bank
Contatta il venditoreVenditore con 5 stelleCondizione: Usato - Molto buono
EUR 15,68
EUR 4,12 spedizioneSpedito in U.S.A.Quantità: 1 disponibile
perfect. Condizione: Very Good. Illustrated. Used - Very Good.

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Da: World of Books Inc, Montgomery, IL, U.S.A.World of Books Inc
Contatta il venditoreVenditore con 4 stelleCondizione: Usato - Molto buono
EUR 21,34
Spedizione gratuitaSpedito in U.S.A.Quantità: 1 disponibile
Paperback. Condizione: 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.…

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Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 53,54
EUR 11,66 spedizioneSpedito da Regno Unito a U.S.A.Quantità: 1 disponibile
Paperback. Condizione: Brand New. 176 pages. 9.75x7.00x0.75 inches. In Stock.