Playful Teaching, Learning Games [recurso electrónico] : New Tool for Digital Classrooms / edited by Myint Swe Khine.

Por: Khine, Myint Swe [editor.]Colaborador(es): SpringerLink (Online service)Tipo de material: TextoTextoSeries Contemporary Approaches to Research in Learning Innovations ; 5Editor: Rotterdam : SensePublishers, 2011Descripción: IX, 133p. online resourceTipo de contenido: text Tipo de medio: computer Tipo de portador: online resourceISBN: 9789460914607Tema(s): Education | Education | Educational TechnologyClasificación CDD: 371.33 Clasificación LoC:LC8-6691Recursos en línea: Libro electrónicoTexto En: Springer eBooksResumen: Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.
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Existencias
Tipo de ítem Biblioteca actual Colección Signatura Copia número Estado Fecha de vencimiento Código de barras
Libro Electrónico Biblioteca Electrónica
Colección de Libros Electrónicos LC8 -6691 (Browse shelf(Abre debajo)) 1 No para préstamo 378672-2001

Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.

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