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Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

Om Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

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  • Språk:
  • Okänt
  • ISBN:
  • 9781032062662
  • Format:
  • Häftad
  • Sidor:
  • 350
  • Utgiven:
  • 21. december 2022
  • Mått:
  • 228x27x151 mm.
  • Vikt:
  • 540 g.
  I lager
Leveranstid: 4-7 vardagar
Förväntad leverans: 27. februari 2025

Beskrivning av Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning

All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines.
Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices.
In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.

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