000 02747cam a2200337 a 4500
001 BDZ0013897563
003 StDuBDS
005 20260305093451.0
008 111007s2012 nyua b 001 0 eng d
010 _a2011039472
020 _a9780415897716 (hbk.) :
_c£85.00
020 _a9780415897723 (pbk.)
020 _z9780203123775 (ebk.)
040 _aStDuBDS
_beng
_cStDuBDS
_dUk
_dStDuBDSZ
050 0 _aLB1029.G3
_bU75 2012
082 0 0 _a371.337
_223
245 0 0 _aUsing Games to Enhance Learning and Teaching :
_bA beginner's guide /
_cedited byNicola Whitton, Alex Moseley.
260 _aNew York :
_bRoutledge,
_c2012.
300 _axv, 210 p. :
_bill. ;
_c24 cm.
500 _aFormerly CIP.
_5Uk
504 _aIncludes bibliographical references (p. [199]-206) and index.
520 _a"Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate.This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research"--
520 _a"Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity" --
520 8 _aThis title provides educators with easy and practical ways of using games to support student engagement and learning. The book presents five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity.
650 0 _aEducational games.
650 0 _aComputer games.
650 0 _aEducation
_xComputer network resources.
650 7 _aEDUCATION / General.
_2bisacsh
700 1 _aWhitton, Nicola.
700 1 _aMoseley, Alex.
999 _c845
_d845