LDR | | 05279cmm uu200553Ma 4500 |
001 | | 000000300808 |
003 | | OCoLC |
005 | | 20230519141730 |
006 | | m eo d |
007 | | cr bn|---m|||a |
008 | | 130117s2013 pau fob 000 0 eng d |
020 | |
▼a 9781466628496 (electronic bk.) |
020 | |
▼a 1466628499 (electronic bk.) |
020 | |
▼z 9781466628489 (hardcover) |
020 | |
▼z 9781466628502 (print & perpetual access) |
024 | 7 |
▼a 10.4018/978-1-4666-2848-9
▼2 doi |
035 | |
▼a (OCoLC)824973056 |
040 | |
▼a IGIGL
▼b eng
▼c IGIGL
▼d OCLCO
▼d OCLCQ
▼d YDXCP
▼d N$T
▼d 248032 |
049 | |
▼a K4RA |
050 | 4 |
▼a LB1029.S53
▼b B34 2013e |
072 | 7 |
▼a EDU
▼x 012000
▼2 bisacsh |
082 | 04 |
▼a 371.39/7
▼2 23 |
100 | 1 |
▼a Baek, Youngkyun. |
245 | 10 |
▼a Cases on digital game-based learning
▼h [electronic resource] :
▼b methods, models, and strategies /
▼c Youngkyun Baek and Nicola Whitton, editors. |
260 | |
▼a Hershey, Pa. :
▼b IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA),
▼c c2013. |
300 | |
▼a online resource (523 p.) |
504 | |
▼a Includes bibliographical references. |
505 | 0 |
▼a "Come fly with us": playing with girlhood in the world of Pixie Hollow / Maria Velazquez -- Using MMORPGs in classrooms: stories vs. teachers as sources of motivation / Mete Akcaoglu -- Are Wii having fun yet? / Christina Badman, Matthew DeNote -- Beyond Hidden bodies and lost pigs: student perceptions of foreign language learning with interactive fiction / Joe Pereira -- Civilization IV in 7th grade social studies: motivating and enriching student learning with constructivism, content standards, and 21st century skills / Solomon Senrick -- QRienteering: mobilising the m-learner with affordable learning games for campus inductions / Christopher Horne -- Enhancing nutritional learning outcomes within a simulation and pervasive game-based strategy / Mark McMahon -- "Sell your bargains" or playing a mixed-reality game to spice-up teaching in higher education / Chrissi Nerantzi -- Medicina: methods, models, strategies / Amanda Mu?ller, Gregory Mathews -- Strategies for effective digital games development and implementation / T. Lim ... [et al.] -- Learning and teaching as communicative actions: broken window as a model of transmedia game learning / Scott J. Warren, Anjum Najmi -- Get your head in the game: digital game-based learning with game maker / Brian Herrig -- Elements of game design: developing a meaningful game design curriculum for the classroom / Danielle Herro -- Game-making in a fourth grade art classroom using Gamestar Mechanic / Michelle Aubrecht -- Using game design as a means to make computer science accessible to adolescents / Roxana Hadad -- 3D GameLab: quest-based pre-service teacher education / Chris Haskell -- Preparing pre-service teachers for game-based learning in schools / Soojeong Lee -- Death in Rome: using an online game for inquiry-based learning in a pre-service teacher training course / Shannon Kennedy-Clark, Vilma Galstaun, Kate Anderson -- Games, models, and simulations in the classroom: designing for epistemic activities / Terence C. Ahern, Angela Dowling -- The role of animations and manipulatives in supporting learning and communication in mathematics classrooms / Lida J. Uribe-Flo?rez, Jesu?s Trespalacios -- It's all in how you play the game: increasing the impact of gameplay in classrooms / Shani Reid, Helene Jennings, Scot Osterweil -- Challenges of introducting serious games and virtual worlds in educational curriculum / C. Ribeiro ... [et al.] -- Serious games for reflective learning: experiences from the MIRROR Project / L. Pannese ... [et al.] -- Evaluating games in classrooms: a case study with DOGeometry / Gu?nter Wallner, Simone Kriglstein, Johannes Biba -- Learning with the support of a digital game in the introduction to finance class: analysis of the students' perception of the game's ease of use and usefulness / M. Romero, M. Usart -- Racing academy: a case study of a digital game for supporting students learning of physics and engineering / Richard Joiner ... [et al.]. |
520 | 3 |
▼a "This book analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced, providing strategies, advice and examples on adopting games into teaching"--Provided by publisher. |
588 | |
▼a Description based on title screen (IGI Global, viewed Jan. 17, 2013). |
650 | 0 |
▼a Simulation games in education. |
650 | 0 |
▼a Educational games. |
650 | 0 |
▼a Computer games. |
650 | 7 |
▼a EDUCATION / Experimental Methods.
▼2 bisacsh |
653 | |
▼a Challenges of game based learning |
653 | |
▼a Digital game based learning |
653 | |
▼a Educational technology innovations |
653 | |
▼a Games in teaching and learning |
653 | |
▼a Instructional games |
655 | 4 |
▼a Electronic books. |
700 | 1 |
▼a Whitton, Nicola. |
710 | 2 |
▼a IGI Global. |
776 | 08 |
▼i Print version:
▼z 1466628480
▼z 9781466628489
▼w (DLC) 2012032518 |
856 | 40 |
▼3 EBSCOhost
▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=483403 |
938 | |
▼a IGI Global
▼b IGIG
▼n 00069843 |
938 | |
▼a YBP Library Services
▼b YANK
▼n 9987114 |
938 | |
▼a EBSCOhost
▼b EBSC
▼n 483403 |
990 | |
▼a 관리자 |
994 | |
▼a 92
▼b K4R |