E-Book, Englisch, 274 Seiten, eBook
Lacasa Learning in Real and Virtual Worlds
2013
ISBN: 978-1-137-31205-1
Verlag: Palgrave Macmillan US
Format: PDF
Kopierschutz: 1 - PDF Watermark
Commercial Video Games as Educational Tools
E-Book, Englisch, 274 Seiten, eBook
Reihe: Digital Education and Learning
ISBN: 978-1-137-31205-1
Verlag: Palgrave Macmillan US
Format: PDF
Kopierschutz: 1 - PDF Watermark
Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Foreword; Henry Jenkins 1. Learning and Video Games 2. Entertainment and Education Platforms 3. Intelligent Objects 4. Interpreting Their Messages 5. Arguments in Virtual and Real Worlds 6. Learning to Create 7. Art and Video Games 8. Story Telling 9. Virtual Spaces and Avatars 10. New Heroes and Heroines