Global perspectives on gameful and playful teaching and learning:
"This book explores the interaction between learning outcomes and motivation in games (digital and analog) and promotes best practices for the integration of games in instructional settings"--
Gespeichert in:
Weitere Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, PA
IGI Global
[2020]
|
Schlagworte: | |
Online-Zugang: | DE-1050 DE-706 DE-83 DE-898 Volltext |
Zusammenfassung: | "This book explores the interaction between learning outcomes and motivation in games (digital and analog) and promotes best practices for the integration of games in instructional settings"-- |
Beschreibung: | 1 Online-Ressource |
ISBN: | 9781799820178 |
DOI: | 10.4018/978-1-7998-2015-4 |
Internformat
MARC
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245 | 1 | 0 | |a Global perspectives on gameful and playful teaching and learning |c Matthew Farber |
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505 | 8 | |a Section 1. Games across curricula. Chapter 1. Promoting spoken interaction and student engagement with board games in a language teaching context ; Chapter 2. Case study of an epistemic mathematics computer game: investigating players' in-game mathematical identity ; Chapter 3. Engendering multiliteracies using digital games and digital literature: towards a pedagogical framework ; Chapter 4. Massively multiplayer online games as spaces for metacognition and self-regulated learning -- Section 2. Real-world play. Chapter 5. Entertainment and physical activities: new connections through the use of Pokémon GO ; Chapter 6. Using multi-modal data to examine equity in activity-monitor gaming within real-world communities ; Chapter 7. Game mechanics supporting a learning and playful experience in educational escape games -- Section 3. Game design. Chapter 8. Balancing entertainment and educational objectives in academic game creation ; Chapter 9. Evaluation of the effectiveness of game creation by youth for media and information literacy -- Section 4. Teaching with games. Chapter 10. The importance of teacher bridging in game-based learning classrooms ; Chapter 11. Preservice teachers consider game-based teaching and learning ; Chapter 12. Implementation of games in primary school social studies lessons ; Chapter 13. Achievement unlocked?: understanding perceptions, challenges, and implications of GBL in classrooms | |
520 | |a "This book explores the interaction between learning outcomes and motivation in games (digital and analog) and promotes best practices for the integration of games in instructional settings"-- | ||
650 | 4 | |a Educational games | |
650 | 4 | |a Board games in education | |
650 | 4 | |a Video games in education | |
650 | 4 | |a Learning, Psychology of | |
650 | 7 | |a Board games in education |2 fast | |
650 | 7 | |a Educational games |2 fast | |
650 | 7 | |a Learning, Psychology of |2 fast | |
650 | 7 | |a Video games in education |2 fast | |
700 | 1 | |a Farber, Matthew |d 1970- |0 (DE-588)1067609342 |4 edt | |
776 | 0 | 8 | |i Print version |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe, hardcover |z 978-1-7998-2015-4 |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe, softcover |z 978-1-7998-2016-1 |
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966 | e | |u https://doi.org/10.4018/978-1-7998-2015-4 |l DE-898 |p ZDB-98-IGB |q FHR_PDA_IGB |x Verlag |3 Volltext |
Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author2 | Farber, Matthew 1970- |
author2_role | edt |
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author_GND | (DE-588)1067609342 |
author_facet | Farber, Matthew 1970- |
building | Verbundindex |
bvnumber | BV046270093 |
collection | ZDB-98-IGB |
contents | Section 1. Games across curricula. Chapter 1. Promoting spoken interaction and student engagement with board games in a language teaching context ; Chapter 2. Case study of an epistemic mathematics computer game: investigating players' in-game mathematical identity ; Chapter 3. Engendering multiliteracies using digital games and digital literature: towards a pedagogical framework ; Chapter 4. Massively multiplayer online games as spaces for metacognition and self-regulated learning -- Section 2. Real-world play. Chapter 5. Entertainment and physical activities: new connections through the use of Pokémon GO ; Chapter 6. Using multi-modal data to examine equity in activity-monitor gaming within real-world communities ; Chapter 7. Game mechanics supporting a learning and playful experience in educational escape games -- Section 3. Game design. Chapter 8. Balancing entertainment and educational objectives in academic game creation ; Chapter 9. Evaluation of the effectiveness of game creation by youth for media and information literacy -- Section 4. Teaching with games. Chapter 10. The importance of teacher bridging in game-based learning classrooms ; Chapter 11. Preservice teachers consider game-based teaching and learning ; Chapter 12. Implementation of games in primary school social studies lessons ; Chapter 13. Achievement unlocked?: understanding perceptions, challenges, and implications of GBL in classrooms |
ctrlnum | (OCoLC)1129405399 (DE-599)BVBBV046270093 |
doi_str_mv | 10.4018/978-1-7998-2015-4 |
format | Electronic eBook |
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id | DE-604.BV046270093 |
illustrated | Not Illustrated |
indexdate | 2024-07-20T06:01:34Z |
institution | BVB |
isbn | 9781799820178 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-031647933 |
oclc_num | 1129405399 |
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owner_facet | DE-1050 DE-706 DE-83 DE-898 DE-BY-UBR |
physical | 1 Online-Ressource |
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publishDate | 2020 |
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publisher | IGI Global |
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spelling | Global perspectives on gameful and playful teaching and learning Matthew Farber Hershey, PA IGI Global [2020] 1 Online-Ressource txt rdacontent c rdamedia cr rdacarrier Section 1. Games across curricula. Chapter 1. Promoting spoken interaction and student engagement with board games in a language teaching context ; Chapter 2. Case study of an epistemic mathematics computer game: investigating players' in-game mathematical identity ; Chapter 3. Engendering multiliteracies using digital games and digital literature: towards a pedagogical framework ; Chapter 4. Massively multiplayer online games as spaces for metacognition and self-regulated learning -- Section 2. Real-world play. Chapter 5. Entertainment and physical activities: new connections through the use of Pokémon GO ; Chapter 6. Using multi-modal data to examine equity in activity-monitor gaming within real-world communities ; Chapter 7. Game mechanics supporting a learning and playful experience in educational escape games -- Section 3. Game design. Chapter 8. Balancing entertainment and educational objectives in academic game creation ; Chapter 9. Evaluation of the effectiveness of game creation by youth for media and information literacy -- Section 4. Teaching with games. Chapter 10. The importance of teacher bridging in game-based learning classrooms ; Chapter 11. Preservice teachers consider game-based teaching and learning ; Chapter 12. Implementation of games in primary school social studies lessons ; Chapter 13. Achievement unlocked?: understanding perceptions, challenges, and implications of GBL in classrooms "This book explores the interaction between learning outcomes and motivation in games (digital and analog) and promotes best practices for the integration of games in instructional settings"-- Educational games Board games in education Video games in education Learning, Psychology of Board games in education fast Educational games fast Learning, Psychology of fast Video games in education fast Farber, Matthew 1970- (DE-588)1067609342 edt Print version Erscheint auch als Druck-Ausgabe, hardcover 978-1-7998-2015-4 Erscheint auch als Druck-Ausgabe, softcover 978-1-7998-2016-1 https://doi.org/10.4018/978-1-7998-2015-4 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Global perspectives on gameful and playful teaching and learning Section 1. Games across curricula. Chapter 1. Promoting spoken interaction and student engagement with board games in a language teaching context ; Chapter 2. Case study of an epistemic mathematics computer game: investigating players' in-game mathematical identity ; Chapter 3. Engendering multiliteracies using digital games and digital literature: towards a pedagogical framework ; Chapter 4. Massively multiplayer online games as spaces for metacognition and self-regulated learning -- Section 2. Real-world play. Chapter 5. Entertainment and physical activities: new connections through the use of Pokémon GO ; Chapter 6. Using multi-modal data to examine equity in activity-monitor gaming within real-world communities ; Chapter 7. Game mechanics supporting a learning and playful experience in educational escape games -- Section 3. Game design. Chapter 8. Balancing entertainment and educational objectives in academic game creation ; Chapter 9. Evaluation of the effectiveness of game creation by youth for media and information literacy -- Section 4. Teaching with games. Chapter 10. The importance of teacher bridging in game-based learning classrooms ; Chapter 11. Preservice teachers consider game-based teaching and learning ; Chapter 12. Implementation of games in primary school social studies lessons ; Chapter 13. Achievement unlocked?: understanding perceptions, challenges, and implications of GBL in classrooms Educational games Board games in education Video games in education Learning, Psychology of Board games in education fast Educational games fast Learning, Psychology of fast Video games in education fast |
title | Global perspectives on gameful and playful teaching and learning |
title_auth | Global perspectives on gameful and playful teaching and learning |
title_exact_search | Global perspectives on gameful and playful teaching and learning |
title_full | Global perspectives on gameful and playful teaching and learning Matthew Farber |
title_fullStr | Global perspectives on gameful and playful teaching and learning Matthew Farber |
title_full_unstemmed | Global perspectives on gameful and playful teaching and learning Matthew Farber |
title_short | Global perspectives on gameful and playful teaching and learning |
title_sort | global perspectives on gameful and playful teaching and learning |
topic | Educational games Board games in education Video games in education Learning, Psychology of Board games in education fast Educational games fast Learning, Psychology of fast Video games in education fast |
topic_facet | Educational games Board games in education Video games in education Learning, Psychology of |
url | https://doi.org/10.4018/978-1-7998-2015-4 |
work_keys_str_mv | AT farbermatthew globalperspectivesongamefulandplayfulteachingandlearning |