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: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) :
IGI Global,
[2020]
|
Schlagworte: | |
Online-Zugang: | 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: | 25 PDFs (330 pages) Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781799820178 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
MARC
LEADER | 00000nam a2200000 i 4500 | ||
---|---|---|---|
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003 | IGIG | ||
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006 | m eo d | ||
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008 | 191119s2020 pau fob 001 0 eng d | ||
010 | |z 2019035840 | ||
020 | |a 9781799820178 |q ebook | ||
020 | |z 1799820157 | ||
020 | |z 1799820165 | ||
020 | |z 9781799820154 |q hardcover | ||
020 | |z 9781799820161 |q paperback | ||
024 | 7 | |a 10.4018/978-1-7998-2015-4 |2 doi | |
035 | |a (CaBNVSL)slc00000122 | ||
035 | |a (OCoLC)1128404764 | ||
040 | |a CaBNVSL |b eng |e rda |c CaBNVSL |d CaBNVSL | ||
050 | 4 | |a LB1029.G3 |b G56 2020e | |
082 | 7 | |a 371.33/7 |2 23 | |
245 | 0 | 0 | |a Global perspectives on gameful and playful teaching and learning |c edited by Matthew Farber. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : |b IGI Global, |c [2020] | |
300 | |a 25 PDFs (330 pages) | ||
336 | |a text |2 rdacontent | ||
337 | |a electronic |2 isbdmedia | ||
338 | |a online resource |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |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. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
520 | 3 | |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"-- |c Provided by publisher. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | |a Description based on title screen (IGI Global, viewed 11/19/2019). | ||
650 | 0 | |a Board games in education. | |
650 | 0 | |a Educational games. | |
650 | 0 | |a Learning, Psychology of. | |
650 | 0 | |a Video games in education. | |
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, |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | |c (Original) |w (DLC)2019035840 | |
776 | 0 | 8 | |i Print version: |z 1799820157 |z 9781799820154 |w (DLC) 2019035840 |
856 | 4 | 0 | |l FWS01 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-2015-4 |3 Volltext |
912 | |a ZDB-98-IGB | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00235397 |
---|---|
_version_ | 1816797082926710784 |
adam_text | |
any_adam_object | |
author2 | Farber, Matthew |
author2_role | edt |
author2_variant | m f mf |
author_facet | Farber, Matthew |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | L - Education |
callnumber-label | LB1029 |
callnumber-raw | LB1029.G3 G56 2020e |
callnumber-search | LB1029.G3 G56 2020e |
callnumber-sort | LB 41029 G3 G56 42020E |
callnumber-subject | LB - Theory and Practice of Education |
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 | (CaBNVSL)slc00000122 (OCoLC)1128404764 |
dewey-full | 371.33/7 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.33/7 |
dewey-search | 371.33/7 |
dewey-sort | 3371.33 17 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
format | Electronic eBook |
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id | ZDB-98-IGB-00235397 |
illustrated | Not Illustrated |
indexdate | 2024-11-26T14:51:56Z |
institution | BVB |
isbn | 9781799820178 |
language | English |
oclc_num | 1128404764 |
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physical | 25 PDFs (330 pages) Also available in print. |
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publishDate | 2020 |
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publisher | IGI Global, |
record_format | marc |
spelling | Global perspectives on gameful and playful teaching and learning edited by Matthew Farber. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : IGI Global, [2020] 25 PDFs (330 pages) text rdacontent electronic isbdmedia online resource rdacarrier Includes bibliographical references and index. 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. Restricted to subscribers or individual electronic text purchasers. "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"-- Provided by publisher. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 11/19/2019). Board games in education. Educational games. Learning, Psychology of. Video games in education. Board games in education. fast Educational games. fast Learning, Psychology of. fast Video games in education. fast Farber, Matthew, editor. IGI Global, publisher. (Original) (DLC)2019035840 Print version: 1799820157 9781799820154 (DLC) 2019035840 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-2015-4 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. Board games in education. Educational games. Learning, Psychology of. Video games in education. 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 edited by Matthew Farber. |
title_fullStr | Global perspectives on gameful and playful teaching and learning edited by Matthew Farber. |
title_full_unstemmed | Global perspectives on gameful and playful teaching and learning edited by 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 | Board games in education. Educational games. Learning, Psychology of. Video games in education. Board games in education. fast Educational games. fast Learning, Psychology of. fast Video games in education. fast |
topic_facet | Board games in education. Educational games. Learning, Psychology of. Video games in education. |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-2015-4 |
work_keys_str_mv | AT farbermatthew globalperspectivesongamefulandplayfulteachingandlearning AT igiglobal globalperspectivesongamefulandplayfulteachingandlearning |