Educational games.
Overview
Works: | 55 works in 28 publications in 28 languages |
---|
Titles
Exploring genre through gamified adventures in elementary classrooms
by:
(Language materials, printed)
101 great classroom games = easy ways to get your students playing, laughing, and learning /
by:
(Language materials, printed)
Gamification design for educational contexts = theoretical and practical contributions /
by:
(Language materials, printed)
Next-generation applications and implementations of gamification systems
by:
(Language materials, printed)
Gamification strategies for retention, motivation, and engagement in higher education : = emerging research and opportunities
by:
(Language materials, printed)
Show biz training = fun and effective business training techniques from the worlds of stage, screen, and song /
by:
(Language materials, printed)
Electric worlds in the classroom = teaching and learning with role-based computer games /
by:
(Language materials, printed)
The gamification of learning and instruction : = game-based methods and strategies for training and education /
by:
(Language materials, printed)
E-learning games : = interactive learning strategies for digital delivery /
by:
(Language materials, printed)
Handbook of research on improving learning and motivation through educational games = multidisciplinary approaches /
by:
(Language materials, printed)
Playful teaching, learning games = new tool for digital classrooms /
by:
(Language materials, printed)
Learning with digital games = a practical guide to engaging students in higher education /
by:
(Language materials, printed)
Games-based learning advancements for multi-sensory human computer interfaces = techniques and effective practices /
by:
(Language materials, printed)
Assessment in game-based learning = foundations, innovations, and perspectives /
by:
(Language materials, printed)
Cases on digital game-based learning = methods, models, and strategies /
by:
(Language materials, printed)
Gaming for classroom-based learning = digital role playing as a motivator of study /
by:
(Language materials, printed)
Student usability in educational software and games = improving experiences /
by:
(Language materials, printed)
Design and development of training games : = practical guidelines from a multidisciplinary perspective /
by:
(Language materials, printed)
Interactive multimedia learning = using social media for peer education in single-player educational games /
by:
(Language materials, printed)
Games-to-teach or games-to-learn = unlocking the power of digital game-based learning through performance /
by:
(Language materials, printed)
Why games are good for business = how to leverage the power of serious games, gamification and simulations /
by:
(Language materials, printed)
Transforming gaming and computer simulation technologies across industries
by:
(Language materials, printed)
Gaming innovations in higher education = emerging research and opportunities /
by:
(Language materials, printed)
Digital games for minority student engagement = emerging research and opportunities /
by:
(Language materials, printed)
Instructional techniques to facilitate learning and motivation of serious games
by:
(Language materials, printed)
Game-based learning across the lifespan = cross-generational and age-oriented topics /
by:
(Language materials, printed)
Educational games for soft-skills training in digital environments = new perspectives /
by:
(Language materials, printed)
Enhancing education and training initiatives through serious games
by:
(Language materials, printed)
Show more
Fewer
Subjects