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  1. Handbook of research on gaming trends in P-12 education
    Contributor: Russell, Donna (Publisher); Laffey, James M. (Publisher)
    Published: [2016]; © 2016
    Publisher:  Information Science Reference, an imprint of IGI Global, Hershey PA, USA

    "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within... more

    Hochschulbibliothek Ansbach
    Unlimited inter-library loan, copies and loan
    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
    Unlimited inter-library loan, copies and loan
    Hochschulbibliothek Ingolstadt
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    Technische Universität München, Universitätsbibliothek
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    Hochschule für angewandte Wissenschaften Neu-Ulm, Hochschulbibliothek
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    Universität der Bundeswehr München, Universitätsbibliothek
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    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    Universitätsbibliothek Würzburg
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    "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms"...

     

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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Russell, Donna (Publisher); Laffey, James M. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466696303
    Other identifier:
    RVK Categories: DW 4400
    Series: Advances in game-based learning (AGBL) book series
    Subjects: Educational games; Virtual reality in education; Electronic games; Forschung; Lernspiel; Computerspiel; Unterricht
    Scope: 1 Online-Ressource (xxxii, 663 Seiten), Illustrationen, Diagramme
    Notes:

    Includes bibliographical references and index

  2. Handbook of research on gaming trends in P-12 education
    Contributor: Russell, Donna (Publisher); Laffey, James M. (Publisher)
    Published: [2016]; © 2016
    Publisher:  Information Science Reference, an imprint of IGI Global, Hershey PA, USA

    "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within... more

    TU Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan

     

    "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms"...

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Russell, Donna (Publisher); Laffey, James M. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466696303
    Other identifier:
    RVK Categories: DW 4400
    Series: Advances in game-based learning (AGBL) book series
    Subjects: Educational games; Virtual reality in education; Electronic games; Forschung; Lernspiel; Computerspiel; Unterricht
    Scope: 1 Online-Ressource (xxxii, 663 Seiten), Illustrationen, Diagramme
    Notes:

    Includes bibliographical references and index

  3. Handbook of research on gaming trends in P-12 education
    Contributor: Russell, Donna (HerausgeberIn); Laffey, James M. (HerausgeberIn)
    Published: [2016]; © 2016
    Publisher:  IGI Global, Hershey, Pennsylvania

    "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within... more

    Hochschule Aalen, Bibliothek
    E-Book IGI Global
    No inter-library loan
    Staats- und Universitätsbibliothek Bremen
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    Technische Universität Chemnitz, Universitätsbibliothek
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    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    No inter-library loan
    Bibliothek LIV HN Sontheim
    IGI Global E-Book
    No inter-library loan
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    No inter-library loan
    Hochschule für Technik, Wirtschaft und Kultur Leipzig, Hochschulbibliothek
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook IGI Global Paket 2000-2018
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    Universitätsbibliothek Mannheim
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    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
    E-Book IGI
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    Universitätsbibliothek der Eberhard Karls Universität
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    Ostfalia Hochschule für angewandte Wissenschaften, Bibliothek
    No inter-library loan

     

    "This book provides current research intended to aid educators, school administrators, and game developers in teaching today's youth in a technology-immersive society, melding gaming for entertainment purposes as well as gaming applied within educational settings with an emphasis on P-12 classrooms"--Provided by publisher.

     

    Export to reference management software   RIS file
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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Contributor: Russell, Donna (HerausgeberIn); Laffey, James M. (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466696303
    Other identifier:
    RVK Categories: DW 4400
    Series: Advances in game-based learning (AGBL) book series
    Subjects: Educational games; Electronic games; Virtual reality in education; Virtual reality in education; Educational games; Electronic games; Educational games ; Computer games; Virtual reality in education; Electronic games ; Research; Designing digital objects; Distance learning; Game design frameworks; Game-based learning in physics classrooms; Games and learning principles; Kinesthetic gaming, cognition, and learning; Smart toys
    Scope: 1 Online-Ressource (663 Seiten)
    Notes:

    Includes bibliographical references and index

    Restricted to subscribers or individual electronic text purchasers

    Also available in print.

    An examination of pre-service teachers' attitudes towards game-based learning / Phu Vu [and 3 others] -- Using a live simulation to teach human anatomy and the diagnostic process to high school students / Debra C. Burkey Piecka, Manetta Calinger -- Using video gameplay to measure achievement for students with disabilities: a new perspective to grading and achievement reporting / Benjamin Gallegos, Michelle T. Kepple, Caitlyn A. Bukaty -- The creation of a rubric for the evaluation of language teaching and learning videogames / Douglas A. Agar, Philip J. Chappell -- Can pre-service teachers create digital game-based activities without coding knowledge? / Phu Vu, Martonia Gaskill -- Exploring the impact of free-form and structured digital games on the player experience of kindergarten and primary school students / Sotiris Kirginas, Dimitris Gouscos -- Mission HydroSci: distance learning through game-based 3D virtual learning environments / James M. Laffey [and 4 others] -- Building Bridges: teachers leveraging game-based implicit science learning in physics classrooms / Elizabeth Rowe [and 4 others] -- The use of smart toys in learning games / Peter A. Smith, Shelly Welch -- Minecraft schooling: digital learning for junior years / Leonard Busuttil, Christina Gruppetta, Vanessa Camilleri -- Designing a learning analytic system for assessing immersive virtual learning environments / Donna Russell, Steven E. Wallis -- Navigating through virtual worlds: from single characters to large crowds / Norman Jaklin, Roland Geraerts -- Game-based learning with the leap motion controller / Martin Ebner, Norbert Spot -- A future focus of gaming: soft skills / DeAnna Proctor, Lenora Jean Justice

    Beyond fun: Pintrich, motivation to learn, and games for learning / Mario M. Martinez-Garza [and 3 others] -- Design and implementation of an MMO: approaches to support inquiry learning with games / Louisa Rosenheck [and 3 others] -- Games and their embodied learning principles in the classroom: connecting learning theory to practice / Sam von Gillern -- Game design frameworks and reality guides / Tomi "bgt" Suovuo, Ilmari Lahti, Jouni Smed -- The design of immersive virtual learning environments utilizing problem-based learning templates / Donna Russell -- Kinesthetic gaming, cognition, and learning: implications for P-12 education / Erdem Demiroz -- The theory and process involved with educational augmented reality game design / Patrick O'Shea, Chris Campbell -- Information literacy in virtual environments: changing needs of P-12 learners / Valerie J Hill -- Disciplinarily-integrated games: generalizing across domains and model types / Douglas B. Clark, Pratim Sengupta, Satyugjit Virk -- Playful transition: serious games for the middle school years / Anne Elizabeth Snyder, Victoria Van Voorhis -- Designing alien mysteries in Chatterdale: an instructor's perspective / Stella K. Hadjistassou, Judith Molka-Danielsen -- Designing digital objects to scaffold learning / Grant Van Eaton, Douglas B. Clark -- Flipping the paradigm of education: developing a comprehensive educational program integrating virtual immersive learning environments / Donna Russell --