Language:
English
繁體中文
Help
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Global perspectives on gameful and playful teaching and learning
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Global perspectives on gameful and playful teaching and learning/ edited by Matthew Farber.
other author:
Farber, Matthew.
Published:
Hershey, Pennsylvania :IGI Global, : 2020.,
Description:
1 online resource (xxi, 330 p.) :ill. :
Subject:
Educational games. -
Online resource:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-2015-4
ISBN:
9781799820178
Global perspectives on gameful and playful teaching and learning
Global perspectives on gameful and playful teaching and learning
[electronic resource] /edited by Matthew Farber. - Hershey, Pennsylvania :IGI Global,2020. - 1 online resource (xxi, 330 p.) :ill.
Includes bibliographical references and index.
Section 1. Games across curricula. Chapter 1. Promoting spoken interaction and student engagement with board games in a language teaching context ; Chapter 2. Case study of an epistemic mathematics computer game: investigating players' in-game mathematical identity ; Chapter 3. Engendering multiliteracies using digital games and digital literature: towards a pedagogical framework ; Chapter 4. Massively multiplayer online games as spaces for metacognition and self-regulated learning -- Section 2. Real-world play. Chapter 5. Entertainment and physical activities: new connections through the use of Pokémon GO ; Chapter 6. Using multi-modal data to examine equity in activity-monitor gaming within real-world communities ; Chapter 7. Game mechanics supporting a learning and playful experience in educational escape games -- Section 3. Game design. Chapter 8. Balancing entertainment and educational objectives in academic game creation ; Chapter 9. Evaluation of the effectiveness of game creation by youth for media and information literacy -- Section 4. Teaching with games. Chapter 10. The importance of teacher bridging in game-based learning classrooms ; Chapter 11. Preservice teachers consider game-based teaching and learning ; Chapter 12. Implementation of games in primary school social studies lessons ; Chapter 13. Achievement unlocked?: understanding perceptions, challenges, and implications of GBL in classrooms.
"This book explores the interaction between learning outcomes and motivation in games (digital and analog) and promotes best practices for the integration of games in instructional settings"--
Mode of access: World Wide Web.
ISBN: 9781799820178Subjects--Topical Terms:
561215
Educational games.
Subjects--Index Terms:
Digital Literature.Index Terms--Genre/Form:
554714
Electronic books.
LC Class. No.: LB1029.G3 / G56 2020eb
Dewey Class. No.: 371.33/7
Global perspectives on gameful and playful teaching and learning
LDR
:03020nam a2200409 a 4500
001
1168529
006
m o d
007
cr nn |||muauu
008
251230s2020 paua ob 001 0 eng d
020
$a
9781799820178
$q
(ebook)
020
$z
9781799820161
$q
(paperback)
020
$z
1799820165
$q
(paperback)
020
$z
9781799820154
$q
(hardback)
035
$a
(CaBNVSL)slc00000122
035
$a
(OCoLC)1128404764
035
$a
00235397
040
$a
CaBNVSL
$b
eng
$c
CaBNVSL
$d
CaBNVSL
041
0
$a
eng
050
4
$a
LB1029.G3
$b
G56 2020eb
082
0 4
$a
371.33/7
$2
23
245
0 0
$a
Global perspectives on gameful and playful teaching and learning
$h
[electronic resource] /
$c
edited by Matthew Farber.
260
$a
Hershey, Pennsylvania :
$b
IGI Global,
$c
2020.
300
$a
1 online resource (xxi, 330 p.) :
$b
ill.
504
$a
Includes bibliographical references and index.
505
0
$a
Section 1. Games across curricula. Chapter 1. Promoting spoken interaction and student engagement with board games in a language teaching context ; Chapter 2. Case study of an epistemic mathematics computer game: investigating players' in-game mathematical identity ; Chapter 3. Engendering multiliteracies using digital games and digital literature: towards a pedagogical framework ; Chapter 4. Massively multiplayer online games as spaces for metacognition and self-regulated learning -- Section 2. Real-world play. Chapter 5. Entertainment and physical activities: new connections through the use of Pokémon GO ; Chapter 6. Using multi-modal data to examine equity in activity-monitor gaming within real-world communities ; Chapter 7. Game mechanics supporting a learning and playful experience in educational escape games -- Section 3. Game design. Chapter 8. Balancing entertainment and educational objectives in academic game creation ; Chapter 9. Evaluation of the effectiveness of game creation by youth for media and information literacy -- Section 4. Teaching with games. Chapter 10. The importance of teacher bridging in game-based learning classrooms ; Chapter 11. Preservice teachers consider game-based teaching and learning ; Chapter 12. Implementation of games in primary school social studies lessons ; Chapter 13. Achievement unlocked?: understanding perceptions, challenges, and implications of GBL in classrooms.
520
3
$a
"This book explores the interaction between learning outcomes and motivation in games (digital and analog) and promotes best practices for the integration of games in instructional settings"--
$c
Provided by publisher.
538
$a
Mode of access: World Wide Web.
650
0
$a
Educational games.
$3
561215
650
0
$a
Board games in education.
$3
1404391
650
0
$a
Video games in education.
$3
1057306
650
0
$a
Learning, Psychology of.
$3
557056
653
$a
Digital Literature.
653
$a
E-Learning.
653
$a
Game-Based Learning.
653
$a
Intelligent Systems.
653
$a
Interactive Technologies.
653
$a
Media Education.
653
$a
Mobile Computing.
653
$a
Nontraditional Exercise.
653
$a
Student Engagement.
653
$a
Virtual Reality.
655
4
$a
Electronic books.
$2
local
$3
554714
700
1
$a
Farber, Matthew.
$3
1498396
710
2
$a
IGI Global.
$3
805187
856
4 0
$u
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-2015-4
based on 0 review(s)
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login