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Using Games to Enhance Learning and Teaching : A Beginner's Guide.

Av: Medverkande: Materialtyp: TextUtgivningsuppgift: Oxford : Taylor & Francis Group, 2012Datum för upphovsrätt: ©2012Utgåva: 1st edBeskrivning: 1 online resource (233 pages)Innehållstyp:
  • text
Medietyp:
  • computer
Bärartyp:
  • online resource
ISBN:
  • 9781136341311
Ämnen: Genre/form: DDK-klassifikation:
  • 371.33/7
Onlineresurser:
Innehåll:
Cover -- Using Games to Enhance Learning and Teaching -- Copyright -- Content -- Figures -- Tables -- Notes on Contributors -- Notes on Guest Expert Contributors -- Acknowledgements -- Part I: Background -- 1. Introduction -- 2. Good Game Design Is Good Learning Design -- Part II: Applying Game Principles to Education -- 3. Challenge: Levelling Up -- 4. Community: Th e Wisdom of Crowds -- 5. Narrative: Let Me Tell You a Story -- 6. Competition: Playing to Win? -- 7. Multiple Media: A Picture is Worth a Th ousand Words -- Part III: Creating Games for Learning -- 8. Authentic Contextual Games for Learning -- 9. Mapping Games to Curricula -- 10. Assessment and Games -- 11. Designing Low-cost Games for Learning -- Part IV: Games in Practice -- 12. Developing Alternate Reality Games for Learning -- 13. Evaluating Immersive Virtual Environments for Learning -- 14. Alternate Reality Games and Literature -- Part V: Conclusions -- 15. Conclusions -- References -- Index.
Sammanfattning: Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.
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Cover -- Using Games to Enhance Learning and Teaching -- Copyright -- Content -- Figures -- Tables -- Notes on Contributors -- Notes on Guest Expert Contributors -- Acknowledgements -- Part I: Background -- 1. Introduction -- 2. Good Game Design Is Good Learning Design -- Part II: Applying Game Principles to Education -- 3. Challenge: Levelling Up -- 4. Community: Th e Wisdom of Crowds -- 5. Narrative: Let Me Tell You a Story -- 6. Competition: Playing to Win? -- 7. Multiple Media: A Picture is Worth a Th ousand Words -- Part III: Creating Games for Learning -- 8. Authentic Contextual Games for Learning -- 9. Mapping Games to Curricula -- 10. Assessment and Games -- 11. Designing Low-cost Games for Learning -- Part IV: Games in Practice -- 12. Developing Alternate Reality Games for Learning -- 13. Evaluating Immersive Virtual Environments for Learning -- 14. Alternate Reality Games and Literature -- Part V: Conclusions -- 15. Conclusions -- References -- Index.

Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2025. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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