Making games for impact:
Introduction -- Designing games for impact in context -- Crowd-sourcing knowledge games in science -- Fair play : Scaling teams for impact -- ProgenitorX : Zombies, stem cells & assessment -- Games for healthy minds -- Games, design, schools, and markets -- Private-public partnerships for scale...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge, Massachusetts ; London, England
The MIT Press
[2021]
|
Schlagworte: | |
Online-Zugang: | FUBA1 UDKA1 Volltext |
Zusammenfassung: | Introduction -- Designing games for impact in context -- Crowd-sourcing knowledge games in science -- Fair play : Scaling teams for impact -- ProgenitorX : Zombies, stem cells & assessment -- Games for healthy minds -- Games, design, schools, and markets -- Private-public partnerships for scale -- Conclusion -- Coda : Making impact in universities "Squire draws on 15+ years of experience to describe how games are developed and deployed in the classroom"-- |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | 1 Online-Ressource (245 Seiten) |
ISBN: | 9780262366229 |
DOI: | 10.7551/mitpress/12883.001.0001 |
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spelling | Squire, Kurt 1972- Verfasser (DE-588)1015699065 aut Making games for impact Kurt Squire Cambridge, Massachusetts ; London, England The MIT Press [2021] © 2021 1 Online-Ressource (245 Seiten) txt rdacontent c rdamedia cr rdacarrier Includes bibliographical references and index Introduction -- Designing games for impact in context -- Crowd-sourcing knowledge games in science -- Fair play : Scaling teams for impact -- ProgenitorX : Zombies, stem cells & assessment -- Games for healthy minds -- Games, design, schools, and markets -- Private-public partnerships for scale -- Conclusion -- Coda : Making impact in universities "Squire draws on 15+ years of experience to describe how games are developed and deployed in the classroom"-- Videospiel (DE-588)4063465-6 gnd rswk-swf Video games / Study and teaching Video games / Psychological aspects Learning, Psychology of Video games / Design Video games / Social aspects Computer-assisted instruction / United States Education / Effect of technological innovations on Videospiel (DE-588)4063465-6 s DE-604 Erscheint auch als Druck-Ausgabe 978-0-262-54217-3 https://doi.org/10.7551/mitpress/12883.001.0001 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Squire, Kurt 1972- Making games for impact Videospiel (DE-588)4063465-6 gnd |
subject_GND | (DE-588)4063465-6 |
title | Making games for impact |
title_auth | Making games for impact |
title_exact_search | Making games for impact |
title_exact_search_txtP | Making games for impact |
title_full | Making games for impact Kurt Squire |
title_fullStr | Making games for impact Kurt Squire |
title_full_unstemmed | Making games for impact Kurt Squire |
title_short | Making games for impact |
title_sort | making games for impact |
topic | Videospiel (DE-588)4063465-6 gnd |
topic_facet | Videospiel |
url | https://doi.org/10.7551/mitpress/12883.001.0001 |
work_keys_str_mv | AT squirekurt makinggamesforimpact |