Making school a game worth playing :: digital games in the classroom /
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...
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Thousand Oaks, California :
Corwin,
[2014]
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | 1 online resource |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781483375144 1483375145 9781483375137 1483375137 |
Internformat
MARC
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245 | 1 | 0 | |a Making school a game worth playing : |b digital games in the classroom / |c Ryan Schaaf, Nicky Mohan. |
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588 | 0 | |a Online resource; title from PDF title page (EBSCO, viewed August 5, 2015). | |
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |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. | |
520 | |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. | ||
650 | 0 | |a Computer-assisted instruction. |0 http://id.loc.gov/authorities/subjects/sh85029483 | |
650 | 0 | |a Video games |x Study and teaching. | |
650 | 0 | |a Educational technology. |0 http://id.loc.gov/authorities/subjects/sh85041150 | |
650 | 0 | |a Education |x Effect of technological innovations on. |0 http://id.loc.gov/authorities/subjects/sh97007113 | |
650 | 2 | |a Computer-Assisted Instruction |0 https://id.nlm.nih.gov/mesh/D003194 | |
650 | 2 | |a Educational Technology |0 https://id.nlm.nih.gov/mesh/D018961 | |
650 | 6 | |a Enseignement assisté par ordinateur. | |
650 | 6 | |a Jeux vidéo |x Étude et enseignement. | |
650 | 6 | |a Technologie éducative. | |
650 | 6 | |a Éducation |x Effets des innovations sur. | |
650 | 7 | |a EDUCATION |x Administration |x General. |2 bisacsh | |
650 | 7 | |a EDUCATION |x Organizations & Institutions. |2 bisacsh | |
650 | 7 | |a Computer-assisted instruction |2 fast | |
650 | 7 | |a Education |x Effect of technological innovations on |2 fast | |
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700 | 1 | |a Mohan, Nicky, |e author. |1 https://id.oclc.org/worldcat/entity/E39PCjJjCtm8kkXTYv9rjjQVfm |0 http://id.loc.gov/authorities/names/n2014051329 | |
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776 | 0 | 8 | |i Print version: |a Schaaf, Ryan. |t Making school a game worth playing |z 9781483359601 |w (DLC) 2014020706 |w (OCoLC)876679649 |
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author | Schaaf, Ryan L. Mohan, Nicky |
author_GND | http://id.loc.gov/authorities/names/n2015018352 http://id.loc.gov/authorities/names/n2014051329 |
author_facet | Schaaf, Ryan L. Mohan, Nicky |
author_role | aut aut |
author_sort | Schaaf, Ryan L. |
author_variant | r l s rl rls n m nm |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | L - Education |
callnumber-label | LB1028 |
callnumber-raw | LB1028.5 .S238 2014eb |
callnumber-search | LB1028.5 .S238 2014eb |
callnumber-sort | LB 41028.5 S238 42014EB |
callnumber-subject | LB - Theory and Practice of Education |
collection | ZDB-4-EDU |
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. |
ctrlnum | (OCoLC)915767983 |
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 | 2024-11-26T14:54:12Z |
institution | BVB |
isbn | 9781483375144 1483375145 9781483375137 1483375137 |
language | English |
lccn | 2014020706 |
oclc_num | 915767983 |
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publishDateSort | 2014 |
publisher | Corwin, |
record_format | marc |
spelling | Schaaf, Ryan L., author. https://id.oclc.org/worldcat/entity/E39PCjvFKwDwDPrqMhGRGJBfmd http://id.loc.gov/authorities/names/n2015018352 Making school a game worth playing : digital games in the classroom / Ryan Schaaf, Nicky Mohan. Thousand Oaks, California : Corwin, [2014] ©2014 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier Online resource; title from PDF title page (EBSCO, viewed August 5, 2015). Includes bibliographical references and index. 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. Computer-assisted instruction. http://id.loc.gov/authorities/subjects/sh85029483 Video games Study and teaching. Educational technology. http://id.loc.gov/authorities/subjects/sh85041150 Education Effect of technological innovations on. http://id.loc.gov/authorities/subjects/sh97007113 Computer-Assisted Instruction https://id.nlm.nih.gov/mesh/D003194 Educational Technology https://id.nlm.nih.gov/mesh/D018961 Enseignement assisté par ordinateur. Jeux vidéo Étude et enseignement. Technologie éducative. Éducation Effets des innovations sur. EDUCATION Administration General. bisacsh EDUCATION Organizations & Institutions. bisacsh Computer-assisted instruction fast Education Effect of technological innovations on fast Educational technology fast Mohan, Nicky, author. https://id.oclc.org/worldcat/entity/E39PCjJjCtm8kkXTYv9rjjQVfm http://id.loc.gov/authorities/names/n2014051329 has work: Making school a game worth playing (Text) https://id.oclc.org/worldcat/entity/E39PCFHXwRFPBC4TYk3kWR7m3P https://id.oclc.org/worldcat/ontology/hasWork Print version: Schaaf, Ryan. Making school a game worth playing 9781483359601 (DLC) 2014020706 (OCoLC)876679649 FWS01 ZDB-4-EDU FWS_PDA_EDU https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1046193 Volltext |
spellingShingle | Schaaf, Ryan L. Mohan, Nicky 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. Computer-assisted instruction. http://id.loc.gov/authorities/subjects/sh85029483 Video games Study and teaching. Educational technology. http://id.loc.gov/authorities/subjects/sh85041150 Education Effect of technological innovations on. http://id.loc.gov/authorities/subjects/sh97007113 Computer-Assisted Instruction https://id.nlm.nih.gov/mesh/D003194 Educational Technology https://id.nlm.nih.gov/mesh/D018961 Enseignement assisté par ordinateur. Jeux vidéo Étude et enseignement. Technologie éducative. Éducation Effets des innovations sur. EDUCATION Administration General. bisacsh EDUCATION Organizations & Institutions. bisacsh Computer-assisted instruction fast Education Effect of technological innovations on fast Educational technology fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85029483 http://id.loc.gov/authorities/subjects/sh85041150 http://id.loc.gov/authorities/subjects/sh97007113 https://id.nlm.nih.gov/mesh/D003194 https://id.nlm.nih.gov/mesh/D018961 |
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 | Computer-assisted instruction. http://id.loc.gov/authorities/subjects/sh85029483 Video games Study and teaching. Educational technology. http://id.loc.gov/authorities/subjects/sh85041150 Education Effect of technological innovations on. http://id.loc.gov/authorities/subjects/sh97007113 Computer-Assisted Instruction https://id.nlm.nih.gov/mesh/D003194 Educational Technology https://id.nlm.nih.gov/mesh/D018961 Enseignement assisté par ordinateur. Jeux vidéo Étude et enseignement. Technologie éducative. Éducation Effets des innovations sur. EDUCATION Administration General. bisacsh EDUCATION Organizations & Institutions. bisacsh Computer-assisted instruction fast Education Effect of technological innovations on fast Educational technology fast |
topic_facet | Computer-assisted instruction. Video games Study and teaching. Educational technology. Education Effect of technological innovations on. Computer-Assisted Instruction Educational Technology Enseignement assisté par ordinateur. Jeux vidéo Étude et enseignement. Technologie éducative. Éducation Effets des innovations sur. EDUCATION Administration General. EDUCATION Organizations & Institutions. Computer-assisted instruction Education Effect of technological innovations on Educational technology |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1046193 |
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