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  1. Choosing and Using Digital Games in the Classroom
    A Practical Guide
    Published: 2017
    Publisher:  Springer International Publishing, Cham

    Alice Salomon Hochschule Berlin, Bibliothek
    Unlimited inter-library loan, copies and loan
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319122236
    Other identifier:
    RVK Categories: DW 4400
    Series: Advances in Game-Based Learning
    Subjects: Education; Educational technology; Educational Technology; Learning & Instruction; Erziehung; Computerspiel; Lernspiel; Computerunterstütztes Lernen
    Scope: 1 Online Ressource (XXV, 411 p. 106 illus. in color)
  2. Choosing and Using Digital Games in the Classroom
    A Practical Guide
    Published: 2017
    Publisher:  Springer International Publishing, Cham

    Part One Context -- What Is It About Games? -- Digital Game-Based Learning: Learning With Games -- Digital Game Pedagogy: Teaching With Games -- Part Two Choosing Games -- Commercial Off-The-Shelf Games (COTS) -- A Magic Bullet -- Evaluating Games --... more

    Technische Universität Chemnitz, Universitätsbibliothek
    No inter-library loan
    Bibliothek der Pädagogischen Hochschule Freiburg/Breisgau
    No inter-library loan
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    No inter-library loan
    Bibliotheksservice-Zentrum Baden-Württemberg (BSZ)
    No inter-library loan
    Leuphana Universität Lüneburg, Medien- und Informationszentrum, Universitätsbibliothek
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook Springer
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
    eBook Springer
    No inter-library loan
    Universitätsbibliothek Mannheim
    No inter-library loan
    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    No inter-library loan
    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    No inter-library loan
    Bibliotheks-und Informationssystem der Carl von Ossietzky Universität Oldenburg (BIS)
    No inter-library loan
    Pädagogische Hochschule, Bibliothek
    No inter-library loan
    Hochschulbibliothek Weingarten
    eBook Springer
    No loan of volumes, end user receives digital copy

     

    Part One Context -- What Is It About Games? -- Digital Game-Based Learning: Learning With Games -- Digital Game Pedagogy: Teaching With Games -- Part Two Choosing Games -- Commercial Off-The-Shelf Games (COTS) -- A Magic Bullet -- Evaluating Games -- 4PEG In Action -- Part Three Using Games -- Designing Game Based Pedagogy -- Game Based Lessons -- Creating DGBL Lesson Plans & Curricula -- End Game -- Supplementary Materials. . This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

     

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    Content information
    Volltext (lizenzpflichtig)
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319122236
    Other identifier:
    RVK Categories: DW 4400
    Series: Advances in Game-Based Learning
    Array
    Advances in game-based learning
    Subjects: Education; Educational technology; Learning.; Instruction.; Education; Educational technology; Education; Electronic books
    Scope: Online-Ressource (XXV, 411 p. 106 illus. in color, online resource)
    Notes:

    Description based upon print version of record

  3. Choosing and using digital games in the classroom
    a practical guide
    Published: [2017]; © 2017
    Publisher:  Springer, [Cham, Switzerland]

    Intro -- Preface -- Who This Book Is for -- What This Book Covers -- How This Book Is Structured -- What You Can Get Out of This Book -- Conventions Used in the Book -- Contents -- List of Figures -- List of Tables -- Part I: Context -- Chapter 1:... more

    Access:
    cover (Cover)
    Universitätsbibliothek Kiel, Zentralbibliothek
    No inter-library loan
    Universitätsbibliothek Mannheim
    No inter-library loan
    Hochschulbibliothek Friedensau
    Online-Ressource
    No inter-library loan
    Universität Ulm, Kommunikations- und Informationszentrum, Bibliotheksservices
    No inter-library loan

     

    Intro -- Preface -- Who This Book Is for -- What This Book Covers -- How This Book Is Structured -- What You Can Get Out of This Book -- Conventions Used in the Book -- Contents -- List of Figures -- List of Tables -- Part I: Context -- Chapter 1: What Is It About Games? -- 1.1 What Is a Game? -- 1.1.1 Defining "Game" -- 1.2 Why We Need to Analyze Games -- 1.3 Why Games? -- 1.3.1 Games in Society -- 1.3.2 Games in Education -- 1.3.3 Talking About Games -- 1.3.3.1 Digital vs. Analog -- 1.3.3.2 Game vs. Simulation -- 1.3.3.3 Computer Game vs. Computer-Mediated Game -- 1.3.3.4 Digital Game-Based Learning (DGBL) vs. Digital Game Pedagogy (DGP) vs. Gamification -- 1.3.3.5 Serious Game -- 1.3.3.6 Commercial Off-the-Shelf Games -- 1.3.4 Going Digital -- 1.4 Games Now -- 1.5 Summary -- References -- Chapter 2: Digital Game-Based Learning: Learning with Games -- 2.1 Theoretical Underpinnings of DGBL -- 2.1.1 Learning Theories -- 2.1.1.1 Behaviorist Approaches -- Operant Conditioning -- Connectionism -- Conditions of Learning -- 2.1.1.2 Cognitive Approaches -- Schemata -- Cognitive Development -- Attribution Theory -- Cognitive Apprenticeship -- Cognitive Load Theory -- 2.1.1.3 Social Learning Approaches -- Social Learning Theory -- Social Development Theory -- Social Constructivism -- Situated Learning -- 2.1.1.4 Constructivist Approaches -- Actor-Network Theory -- Discovery Learning -- Activity Theory -- Constructionism -- 2.1.1.5 Humanist Approaches -- Experiential Learning -- Maslow's Hierarchy of Needs -- Self-Determination Theory -- Flow -- 2.2 The Clark-Kozma Debate, Revisited -- 2.3 All Games Teach -- 2.4 Why Games? -- 2.5 Why NOT Games? -- 2.6 Games Literacy -- 2.6.1 Play Is the Beginning of Knowledge -- 2.6.2 Media Literacy and Games -- 2.7 Summary -- References -- Chapter 3: Digital Game Pedagogy: Teaching with Games -- 3.1 Introduction.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319122236
    RVK Categories: DW 4400
    Series: Advances in game-based learning
    Advances in Game-Based Learning Ser. ; v.1
    ProQuest Ebook Central
    Subjects: Education; Electronic books
    Scope: 1 Online-Ressource (xxv, 411 Seiten), Illustrationen, Diagramme
    Notes:

    Literaturangaben

  4. Choosing and Using Digital Games in the Classroom
    A Practical Guide
    Published: 2017
    Publisher:  Springer International Publishing, Cham

    Universitätsbibliothek Passau
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319122236
    Other identifier:
    RVK Categories: DW 4400
    Series: Advances in Game-Based Learning
    Subjects: Education; Educational technology; Educational Technology; Learning & Instruction; Erziehung; Computerspiel; Lernspiel; Computerunterstütztes Lernen
    Scope: 1 Online Ressource (XXV, 411 p. 106 illus. in color)