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Making school a game worth playing : digital games in the classroom / Ryan Schaaf, Nicky Mohan.

By: Contributor(s): Material type: TextTextPublisher: Thousand Oaks, California : Corwin, [2014]Copyright date: ©2014Description: 1 online resourceContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781483375144
  • 1483375145
  • 9781483375137
  • 1483375137
Subject(s): Additional physical formats: Print version:: Making school a game worth playingDDC classification:
  • 371.33 23
LOC classification:
  • LB1028.5 .S238 2014eb
Online resources:
Contents:
Digital games as learning tools? Game on! -- It's all about the game and how you play it -- The need for the 21st century fluencies -- Gaming's influence on developing 21st century fluencies -- Finding and evaluating digital games for the classroom -- Digital games and instruction -- Designing and creating games: a liberal arts experience -- The gamification of learning: gaming without the game -- The future of gaming and its impact on education.
Summary: Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom.
Holdings
Item type Current library Collection Call number Status Date due Barcode Item holds
eBook eBook e-Library EBSCO Education Available
Total holds: 0

Online resource; title from PDF title page (EBSCO, viewed August 5, 2015).

Includes bibliographical references and index.

Digital games as learning tools? Game on! -- It's all about the game and how you play it -- The need for the 21st century fluencies -- Gaming's influence on developing 21st century fluencies -- Finding and evaluating digital games for the classroom -- Digital games and instruction -- Designing and creating games: a liberal arts experience -- The gamification of learning: gaming without the game -- The future of gaming and its impact on education.

Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom.

Text in English.

Added to collection customer.56279.3

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