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" Handbook of research on effective electronic gaming in education / "


Document Type : BL
Record Number : 971922
Doc. No : b726292
Main Entry : Ferdig, Richard E., (Richard Eugene)
Title & Author : Handbook of research on effective electronic gaming in education /\ Richard E. Ferdig.
Publication Statement : Hershey, PA :: Information Science Reference,, ©2009.
Page. NO : 1 online resource (3 volumes (lvii, 1486, [33] pages)) :: illustrations
ISBN : 1299821685
: : 1599048116
: : 9781299821682
: : 9781599048116
: 1599048086
: 9781599048086
Bibliographies/Indexes : Includes bibliographical references and index.
Contents : Title Page -- Editorial Advisory Board -- List of Contributors -- Table of Contents -- Detailed Table of Contents -- Foreword -- Preface -- About the Editor -- Acknowledgment -- Reviewer Acknowledgment -- Section I: A Review of Research on Educational Gaming -- Chapter I: A Qualitative Meta-Analysis of Computer Games as Learning Tools -- Chapter II: Games, Claims, Genres, and Learning -- Chapter III: Massively Multiplayer Online Role-Play Games for Learning -- Chapter IV: An Investigation of Current Online Educational Games
: Chapter V: Augmented Reality Gaming in Education for Engaged LearningChapter VI: Mobility, Games, and Education -- Chapter VII: Game Interfaces as Bodily Techniques -- Chapter VIII: A Window on Digital Games Interactions in Home Settings -- Chapter IX: Enhanced Interaction in Mixed Social Environments -- Chapter X: Electronic Gaming in Germany as Innovation in Education -- Section II: Educational Gaming in K-12 or Teacher Education Contexts -- Chapter XI: A Guide to Integrating COTS Games into Your Classroom
: Chapter XII: Productive Gaming and the Case for Historiographic Game-PlayChapter XIII: Game-Based Historical Learning -- Chapter XIV: The Role of MMORPGs in Social Studies Education -- Chapter XV: Video Games, Reading, and Transmedial Comprehension -- Chapter XVI: COTS Computer Game Effectiveness -- Chapter XVII: Teacher Gamers vs. Teacher Non-Gamers -- Chapter XVIII: Using Online Simulation to Engage Users in an Authentic Learning Environment -- Chapter XIX: Pre-Service Computer Teachers as 3D Educational Game Designers
: Chapter XX: Adolescents Teaching Video Game Making�Who is the Expert Here?Section III: Educational Gaming in Other Learning Contexts -- Chapter XXI: Online Games as Powerful Food Advertising to Children -- Chapter XXII: Changing Health Behavior Through Games -- Chapter XXIII: An Overview of Using Electronic Games for Health Purposes -- Chapter XXIV: MMORPGs and Foreign Language Education -- Chapter XXV: A Video Game, a Chinese Otaku, and Her Deep Learning of a Language -- Chapter XXVI: Developing a Serious Game for Police Training
: Chapter XXVII: Game-Based Learning in Design HistoryChapter XXVIII: A Policy Game in a Virtual World -- Chapter XXIX: Teaching OOP and COP Technologies via Gaming -- Chapter XXX: Using Games to Teach Design Patterns and Computer Graphics -- Chapter XXXI: A 3D Environment for Exploring Algebraic Structure and Behavior -- Chapter XXXII: Surviving the Game -- Section IV: Educational Gaming Research Tools and Methods -- Chapter XXXIII: Wag the Kennel: Games, Frames, and the Problem of Assessment -- Chapter XXXIV: Character Attachment in Games as Moderator for Learning
Abstract : "This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.
Subject : Electronic games, Handbooks, manuals, etc.
Subject : Simulation games in education, Handbooks, manuals, etc.
Subject : EDUCATION-- Experimental Methods.
Subject : Electronic games.
Subject : Simulation games in education.
Dewey Classification : ‭371.39/7‬
LC Classification : ‭LB1029.S53‬‭H36 2009eb‬
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