Making school a game worth playing: digital games in the classroom
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Thousand Oaks, California
Corwin
[2014]
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Schlagworte: | |
Beschreibung: | Online resource; title from PDF title page (EBSCO, viewed August 5, 2015) |
Beschreibung: | 1 online resource |
ISBN: | 9781483375144 1483375145 9781483375137 1483375137 |
Internformat
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505 | 8 | |a Digital games as learning tools? Game on! -- It's all about the game and how you play it -- The need for the 21st century fluencies -- Gaming's influence on developing 21st century fluencies -- Finding and evaluating digital games for the classroom -- Digital games and instruction -- Designing and creating games: a liberal arts experience -- The gamification of learning: gaming without the game -- The future of gaming and its impact on education | |
505 | 8 | |a Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom | |
546 | |a Text in English | ||
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650 | 7 | |a EDUCATION / Organizations & Institutions |2 bisacsh | |
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700 | 1 | |a Mohan, Nicky |e Sonstige |4 oth | |
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Datensatz im Suchindex
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any_adam_object | |
author | Schaaf, Ryan |
author_facet | Schaaf, Ryan |
author_role | aut |
author_sort | Schaaf, Ryan |
author_variant | r s rs |
building | Verbundindex |
bvnumber | BV044359678 |
classification_rvk | DP 2500 DW 4400 |
collection | ZDB-4-NLEBK |
contents | Digital games as learning tools? Game on! -- It's all about the game and how you play it -- The need for the 21st century fluencies -- Gaming's influence on developing 21st century fluencies -- Finding and evaluating digital games for the classroom -- Digital games and instruction -- Designing and creating games: a liberal arts experience -- The gamification of learning: gaming without the game -- The future of gaming and its impact on education Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom |
ctrlnum | (ZDB-4-NLEBK)ocn915767983 (OCoLC)915767983 (DE-599)BVBBV044359678 |
dewey-full | 371.33 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.33 |
dewey-search | 371.33 |
dewey-sort | 3371.33 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
format | Electronic eBook |
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illustrated | Not Illustrated |
indexdate | 2024-07-10T07:50:45Z |
institution | BVB |
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language | English |
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publishDate | 2014 |
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publisher | Corwin |
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spelling | Schaaf, Ryan Verfasser aut Making school a game worth playing digital games in the classroom Ryan Schaaf, Nicky Mohan Thousand Oaks, California Corwin [2014] © 2014 1 online resource txt rdacontent c rdamedia cr rdacarrier Online resource; title from PDF title page (EBSCO, viewed August 5, 2015) Digital games as learning tools? Game on! -- It's all about the game and how you play it -- The need for the 21st century fluencies -- Gaming's influence on developing 21st century fluencies -- Finding and evaluating digital games for the classroom -- Digital games and instruction -- Designing and creating games: a liberal arts experience -- The gamification of learning: gaming without the game -- The future of gaming and its impact on education Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom Text in English EDUCATION / Administration / General bisacsh EDUCATION / Organizations & Institutions bisacsh Erziehung Computer-assisted instruction Video games Study and teaching Internet games Study and teaching Educational technology Education Effect of technological innovations on Mohan, Nicky Sonstige oth Erscheint auch als Druck-Ausgabe Schaaf, Ryan, author Making school a game worth playing 9781483359601 |
spellingShingle | Schaaf, Ryan Making school a game worth playing digital games in the classroom Digital games as learning tools? Game on! -- It's all about the game and how you play it -- The need for the 21st century fluencies -- Gaming's influence on developing 21st century fluencies -- Finding and evaluating digital games for the classroom -- Digital games and instruction -- Designing and creating games: a liberal arts experience -- The gamification of learning: gaming without the game -- The future of gaming and its impact on education Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom EDUCATION / Administration / General bisacsh EDUCATION / Organizations & Institutions bisacsh Erziehung Computer-assisted instruction Video games Study and teaching Internet games Study and teaching Educational technology Education Effect of technological innovations on |
title | Making school a game worth playing digital games in the classroom |
title_auth | Making school a game worth playing digital games in the classroom |
title_exact_search | Making school a game worth playing digital games in the classroom |
title_full | Making school a game worth playing digital games in the classroom Ryan Schaaf, Nicky Mohan |
title_fullStr | Making school a game worth playing digital games in the classroom Ryan Schaaf, Nicky Mohan |
title_full_unstemmed | Making school a game worth playing digital games in the classroom Ryan Schaaf, Nicky Mohan |
title_short | Making school a game worth playing |
title_sort | making school a game worth playing digital games in the classroom |
title_sub | digital games in the classroom |
topic | EDUCATION / Administration / General bisacsh EDUCATION / Organizations & Institutions bisacsh Erziehung Computer-assisted instruction Video games Study and teaching Internet games Study and teaching Educational technology Education Effect of technological innovations on |
topic_facet | EDUCATION / Administration / General EDUCATION / Organizations & Institutions Erziehung Computer-assisted instruction Video games Study and teaching Internet games Study and teaching Educational technology Education Effect of technological innovations on |
work_keys_str_mv | AT schaafryan makingschoolagameworthplayingdigitalgamesintheclassroom AT mohannicky makingschoolagameworthplayingdigitalgamesintheclassroom |