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...
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Main Authors: | , |
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Format: | eBook |
Language: | English |
Published: |
Thousand Oaks, California :
Corwin,
[2014]
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Subjects: | |
Online Access: | CONNECT CONNECT |
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100 | 1 | |a Schaaf, Ryan, |e author. | |
245 | 1 | 0 | |a Making school a game worth playing : |b digital games in the classroom / |c Ryan Schaaf, Nicky Mohan. |
264 | 1 | |a Thousand Oaks, California : |b Corwin, |c [2014] | |
264 | 4 | |c ©2014 | |
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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. | ||
590 | |a EBSCO eBook Academic Comprehensive Collection North America | ||
650 | 0 | |a Computer-assisted instruction. | |
650 | 0 | |a Video games |x Study and teaching. | |
650 | 0 | |a Internet games |x Study and teaching. | |
650 | 0 | |a Educational technology. | |
650 | 0 | |a Education |x Effect of technological innovations on. | |
700 | 1 | |a Mohan, Nicky, |e author. | |
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