Playing Games in School: Video Games and Simulations for Primary and Secondary Education
Millions of people around the world spend billions of dollars and countless hours playing video games. Imagine if teachers could harness this power of engagement to nurture a love of learning among their students. With this robust collection of articles, editor Atsusi "2c" Hirumi encourages educators to explore the benefits of interactive entertainment in education. The contributors offer information that will help educators make informed decisions about how games can be played to facilitate learning, including how to locate, select, and integrate games in meaningful and effective ways.
Playing Games in School focuses this analysis on four topics: why games should be a part of education, the availability of games in four core subjects and physical education, selecting and integrating games in school, and alternate perspectives on game-based learning. Each chapter takes an in-depth look at research or case studies on topics including how today's students differ from previous generations, integrating games into the classroom with instructional strategies, incorporating game-based learning without computers, commercial off-the-shelf games, virtual environments, and more. The additional resources throughout the book, such as lists of guidelines and a technology consent form template, assist educators as they integrate this compelling form of instruction into their classrooms.
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Playing Games in School focuses this analysis on four topics: why games should be a part of education, the availability of games in four core subjects and physical education, selecting and integrating games in school, and alternate perspectives on game-based learning. Each chapter takes an in-depth look at research or case studies on topics including how today's students differ from previous generations, integrating games into the classroom with instructional strategies, incorporating game-based learning without computers, commercial off-the-shelf games, virtual environments, and more. The additional resources throughout the book, such as lists of guidelines and a technology consent form template, assist educators as they integrate this compelling form of instruction into their classrooms.
Playing Games in School: Video Games and Simulations for Primary and Secondary Education
Millions of people around the world spend billions of dollars and countless hours playing video games. Imagine if teachers could harness this power of engagement to nurture a love of learning among their students. With this robust collection of articles, editor Atsusi "2c" Hirumi encourages educators to explore the benefits of interactive entertainment in education. The contributors offer information that will help educators make informed decisions about how games can be played to facilitate learning, including how to locate, select, and integrate games in meaningful and effective ways.
Playing Games in School focuses this analysis on four topics: why games should be a part of education, the availability of games in four core subjects and physical education, selecting and integrating games in school, and alternate perspectives on game-based learning. Each chapter takes an in-depth look at research or case studies on topics including how today's students differ from previous generations, integrating games into the classroom with instructional strategies, incorporating game-based learning without computers, commercial off-the-shelf games, virtual environments, and more. The additional resources throughout the book, such as lists of guidelines and a technology consent form template, assist educators as they integrate this compelling form of instruction into their classrooms.
Playing Games in School focuses this analysis on four topics: why games should be a part of education, the availability of games in four core subjects and physical education, selecting and integrating games in school, and alternate perspectives on game-based learning. Each chapter takes an in-depth look at research or case studies on topics including how today's students differ from previous generations, integrating games into the classroom with instructional strategies, incorporating game-based learning without computers, commercial off-the-shelf games, virtual environments, and more. The additional resources throughout the book, such as lists of guidelines and a technology consent form template, assist educators as they integrate this compelling form of instruction into their classrooms.
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Playing Games in School: Video Games and Simulations for Primary and Secondary Education
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Product Details
ISBN-13: | 9781564844231 |
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Publisher: | International Society for Technology in Education |
Publication date: | 11/01/2010 |
Sold by: | Barnes & Noble |
Format: | eBook |
Pages: | 437 |
File size: | 7 MB |
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