Discover how digital gaming can improve learning and prepare students for successful futures. The authors--both experienced educators and enthusiastic gamers--contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers.
Benefits
Contents
Foreword by Ian Jukes
Introduction: The Gamer in Us All
Chapter 1: From Entertainment to Education 3.0
Chapter 2: The Arcade of Education
Chapter 3: Learning Theory and the Attributes of the Digital Generation
Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment
Chapter 5: Lesson Design Using Digital Games
Chapter 6: Digital Gaming and Assessment
Chapter 7: The Nine I's of Modern Learning
Chapter 8: Beyond Linear Presentations
Chapter 9: Takeaways
References and Resources
"synopsis" may belong to another edition of this title.
Seller: BooksRun, Philadelphia, PA, U.S.A.
Perfect Paperback. Condition: Good. Illustrated. It's a preowned item in good condition and includes all the pages. It may have some general signs of wear and tear, such as markings, highlighting, slight damage to the cover, minimal wear to the binding, etc., but they will not affect the overall reading experience. Seller Inventory # 1936763974-11-1
Seller: Revaluation Books, Exeter, United Kingdom
Paperback. Condition: Brand New. 176 pages. 9.75x7.00x0.75 inches. In Stock. Seller Inventory # 1936763974
Quantity: 1 available