Making School a Game Worth Playing : Digital Games in the Classroom

個数:1
紙書籍版価格
¥8,235
  • 電子書籍

Making School a Game Worth Playing : Digital Games in the Classroom

  • 著者名:Schaaf, Ryan L./Mohan, Nicky
  • 価格 ¥4,711 (本体¥4,283)
  • Corwin(2014/06/17発売)
  • ポイント 42pt (実際に付与されるポイントはご注文内容確認画面でご確認下さい)
  • 言語:ENG
  • ISBN:9781483359601
  • eISBN:9781483375137

ファイル: /

Description

Integrate game-based learning for 21st Century skills success!

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. 

Teachers learn to use well-designed game elements to:

  • Promote meaningful student buy-in
  • Create student-centered, collaborative learning spaces 
  • Teach and assess 21st Century Fluencies aligned to Common Core State Standards
  • Address multiple intelligences using research-based strategies

Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide! 

 

Table of Contents

Preface
Dedication and Acknowledgments
About the Authors
Introduction by Jason Ohler
Level 1. Digital Games as Learning Tools? Game On!
Level 2. It's All About the Game and How You Play It
Level 3a. The Need for the 21st Century Fluencies
Level 3b. Gaming's Influence on Developing 21st Century Fluencies
Level 4. Finding and Evaluating Digital Games for the Classroom
Level 5. Digital Games and Instruction
Level 6. Designing and Creating Games: A Liberal Arts Experience
Level 7. The Gamification of Learning: Gaming Without the Game
Bonus Level 8. The Future of Gaming and Its Impact on Education
Index

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