Teaching in the Game-Based Classroom is a hands-on guide to leveraging studentsà â â embrace of video games toward successful school performance.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
David Seelow is Founder of the Revolutionary Learning blog and an education service provider. He is Senior Adjunct Professor of English at the College of Saint Rose, U.S.A., and was Founding Executive Director of the Center for Game and Simulation-Based Learning.
Inhaltsangabe
Introduction: The Urgency of Innovation 1. Improve Student Engagement with Gameful Learning 2. Videogames, Feedback Loops, and Classroom Practice 3. Minecraft and Socially Situated Student Learning 4. Minecraft and Transformative Teaching 5. "The Whole Enchilda" a Game for Teaching Mathematical Fluency 6. Level Up Science: Design Thinking, Games and Project-Based Learning 7. Cellverse: Using Virtual Reality to Learn About Cells from the Inside Out 8. "Living in Media: Why Teach the World¿s Most Controversial Video Game?" 9. Engaging History through Student Authored Text Adventure Games 10. An Overview of Live Immersive Social Interactives and their Educational Value for Grades 6-12 11. Don't Split the Party: Using Games to Enhance Social-Emotional Learning Strategies 12. Promoting Student Health and Well-being with Digital Games 13. Using Games for Empathy, Compassion and Care 14. What We Learned from Games to Make Assessment Playful Conclusion: Once We Defeat the COVID-19 Boss Battle, What then?" Afterword
Introduction: The Urgency of Innovation 1. Improve Student Engagement with Gameful Learning 2. Videogames, Feedback Loops, and Classroom Practice 3. Minecraft and Socially Situated Student Learning 4. Minecraft and Transformative Teaching 5. "The Whole Enchilda" a Game for Teaching Mathematical Fluency 6. Level Up Science: Design Thinking, Games and Project-Based Learning 7. Cellverse: Using Virtual Reality to Learn About Cells from the Inside Out 8. "Living in Media: Why Teach the World¿s Most Controversial Video Game?" 9. Engaging History through Student Authored Text Adventure Games 10. An Overview of Live Immersive Social Interactives and their Educational Value for Grades 6-12 11. Don't Split the Party: Using Games to Enhance Social-Emotional Learning Strategies 12. Promoting Student Health and Well-being with Digital Games 13. Using Games for Empathy, Compassion and Care 14. What We Learned from Games to Make Assessment Playful Conclusion: Once We Defeat the COVID-19 Boss Battle, What then?" Afterword
Es gelten unsere Allgemeinen Geschäftsbedingungen: www.buecher.de/agb
Impressum
www.buecher.de ist ein Shop der buecher.de GmbH & Co. KG Bürgermeister-Wegele-Str. 12, 86167 Augsburg Amtsgericht Augsburg HRA 13309