A Guide to Designing Curricular Games

How to "Game" the System de

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Éditeur :

Springer


Collection :

Advances in Game-Based Learning

Paru le : 2016-10-19

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Description

This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.
Pages
349 pages
Collection
Advances in Game-Based Learning
Parution
2016-10-19
Marque
Springer
EAN papier
9783319423920
EAN PDF
9783319423937

Informations sur l'ebook
Nombre pages copiables
3
Nombre pages imprimables
34
Taille du fichier
6175 Ko
Prix
147,69 €
EAN EPUB
9783319423937

Informations sur l'ebook
Nombre pages copiables
3
Nombre pages imprimables
34
Taille du fichier
1260 Ko
Prix
147,69 €