Description |
1 online resource |
Note |
Online resource; title from PDF title page (EBSCO, viewed August 5, 2015) |
Bibliography |
Includes bibliographical references and index. |
Contents |
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. |
Summary |
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. |
Language |
Text in English. |
Subject |
Computer-assisted instruction.
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Video games -- Study and teaching.
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Video games -- Study and teaching.
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Educational technology.
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Education -- Effect of technological innovations on.
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EDUCATION / Administration / General.
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EDUCATION / Organizations & Institutions.
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Genre/Form |
Electronic books.
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Added Author |
Mohan, Nicky, author.
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Other Form: |
Print version: Schaaf, Ryan, author. Making school a game worth playing 9781483359601 (DLC) 2014020706 (OCoLC)876679649 |
ISBN |
9781483375144 (electronic bk.) |
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1483375145 (electronic bk.) |
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