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02383nam a22004455i 4500 |
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978-3-319-42393-7 |
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DE-He213 |
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20161019152614.0 |
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cr nn 008mamaa |
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161019s2017 gw | s |||| 0|eng d |
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|a 9783319423937
|9 978-3-319-42393-7
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|a 10.1007/978-3-319-42393-7
|2 doi
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|d GrThAP
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|a LC8-6691
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|a YQT
|2 bicssc
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|a EDU039000
|2 bisacsh
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|a 371.33
|2 23
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|a Jackson Kellinger, Janna.
|e author.
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|a A Guide to Designing Curricular Games
|h [electronic resource] :
|b How to "Game" the System /
|c by Janna Jackson Kellinger.
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|a Cham :
|b Springer International Publishing :
|b Imprint: Springer,
|c 2017.
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|a XI, 349 p. 21 illus., 18 illus. in color.
|b online resource.
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a text file
|b PDF
|2 rda
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|a Advances in Game-Based Learning
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|a Upping your Game: Transforming Teaching -- The Name Game: Developing a Theme -- The Game Behind the Game: Uncovering Systems -- Game Face: Telling the Story -- The Game Plan: Designing the Game -- Fair Game: Developing Quests -- Game Play: Rendering the Game -- Game on!: Teaching the Game -- Endgame: Scaling Up.
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|a This book walks readers through the process of turning a class into a curricular game. This way teachers can co-opt the pedagogical techniques of video games such as immersion, just-in-time feedback, and leveling up instead of competing with them. This manual provides a step-by-step process that guides teachers through designing their own curricular game at their level of technological expertise by showing readers how to do so without any technology or by repurposing tech tools familiar to most readers, thus allowing all readers to get their game on!
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|a Education.
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|a Educational technology.
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|a Education.
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|a Educational Technology.
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650 |
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|a Learning & Instruction.
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710 |
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|a SpringerLink (Online service)
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|t Springer eBooks
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776 |
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|i Printed edition:
|z 9783319423920
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830 |
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|a Advances in Game-Based Learning
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856 |
4 |
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|u http://dx.doi.org/10.1007/978-3-319-42393-7
|z Full Text via HEAL-Link
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912 |
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|a ZDB-2-EDA
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950 |
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|a Education (Springer-41171)
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