000 | 01719nam a2200205 4500 | ||
---|---|---|---|
008 | 161026b xxu||||| |||| 00| 0 eng d | ||
020 | _a9780415897723 | ||
082 |
_220 _bWhi/Mos _a371.337 |
||
100 | _aWhitton, Nicola (ED) | ||
100 | _aMoseley, Alex (ED) | ||
245 |
_aUsing Games to Enhance Learning and Teaching : _bA Beginner's Guide |
||
260 |
_aNew York _bRoutledge _c2012 |
||
300 |
_axv;210p. _c9x6 |
||
520 | _aUsing Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research. | ||
546 | _aENG | ||
650 | _aEducational games; | ||
650 | _aComputer games | ||
650 | _aEducation- computer network resources | ||
942 | _cBK | ||
999 |
_c85086 _d85086 |