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Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

- Strategies & Resources
Af: David Seelow Engelsk Paperback

Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

- Strategies & Resources
Af: David Seelow Engelsk Paperback
Tjek vores konkurrenters priser

All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines.

Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices.

In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

Tjek vores konkurrenters priser
Normalpris
kr 554
Fragt: 39 kr
6 - 8 hverdage
20 kr
Pakkegebyr
God 4 anmeldelser på
Tjek vores konkurrenters priser

All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines.

Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices.

In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

Produktdetaljer
Sprog: Engelsk
Sider: 350
ISBN-13: 9781032062662
Indbinding: Paperback
Udgave:
ISBN-10: 1032062665
Udg. Dato: 21 dec 2022
Længde: 27mm
Bredde: 228mm
Højde: 151mm
Forlag: Taylor & Francis Ltd
Oplagsdato: 21 dec 2022
Forfatter(e): David Seelow
Forfatter(e) David Seelow


Kategori Studie- & Læringsfærdigheder


ISBN-13 9781032062662


Sprog Engelsk


Indbinding Paperback


Sider 350


Udgave


Længde 27mm


Bredde 228mm


Højde 151mm


Udg. Dato 21 dec 2022


Oplagsdato 21 dec 2022


Forlag Taylor & Francis Ltd