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This book provides a case study which was based on software called Kodu Game Lab, which is a microworld launched in 2009 by Microsoft Research FUSE Labs. Kodu Game Lab has been introduced in the school curricula, in order to develop metacognitive skills for this study is self-regulation. The objective of the research is to study whether or not the Kodu Game Lab encourage students to become independent, under the three assumptions made based on exploration, expertise and feedback. The study was conducted in Manchester United Kingdom with Keystage 3 students, who answered three questionnaires…mehr

Produktbeschreibung
This book provides a case study which was based on software called Kodu Game Lab, which is a microworld launched in 2009 by Microsoft Research FUSE Labs. Kodu Game Lab has been introduced in the school curricula, in order to develop metacognitive skills for this study is self-regulation. The objective of the research is to study whether or not the Kodu Game Lab encourage students to become independent, under the three assumptions made based on exploration, expertise and feedback. The study was conducted in Manchester United Kingdom with Keystage 3 students, who answered three questionnaires during the development of their videogame. This book may interest ICT teachers, head teachers or persons related with technology or education.
Autorenporträt
Master studies in Digital Technologies communication and education at The University of Manchester, United Kingdom. Computer science teacher at the Secretaría de Educación in Mexico.