Making School a Game Worth Playing : Digital Games in the Classroom.
Material type:
- text
- computer
- online resource
- 9781483375144
- 794.8
- LB1028.5.S238 2014
MAKING SCHOOL A GAME WORTH PLAYING-FRONT COVER -- MAKING SCHOOL A GAME WORTH PLAYING -- CONTENTS -- PREFACE -- DEDICATION AND ACKNOWLEDGMENTS -- ABOUT THE AUTHORS -- INTRODUCTION BY JASON OHLER -- LEVEL 1: DIGITAL GAMES AS LEARNING TOOLS? GAME ON! -- LEVEL 2: IT'S ALL ABOUT THE GAME AND HOW YOU PLAY IT -- LEVEL 3A: THE NEED FOR THE 21ST CENTURY FLUENCIES -- LEVEL 3B: GAMING'S INFLUENCE ON DEVELOPING 21ST CENTURY FLUENCIES -- LEVEL 4: FINDING AND EVALUATING DIGITAL GAMES FOR THE CLASSROOM -- LEVEL 5: DIGITAL GAMES AND INSTRUCTION -- LEVEL 6: DESIGNING AND CREATING GAMES: A LIBERAL ARTS EXPERIENCE -- LEVEL 7: THE GAMIFICATION OF LEARNING: GAMING WITHOUT THE GAME -- BONUS LEVEL: THE FUTURE OF GAMING AND ITS IMPACT ON EDUCATION -- INDEX.
This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games.
Description based on publisher supplied metadata and other sources.
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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