1.

Record Nr.

UNINA990009450100403321

Autore

Jaffe, Hosea

Titolo

Sudafrica : storia politica : dal razzismo legale al razzismo illegale / Hosea Jaffe

Pubbl/distr/stampa

Milano : Jaca book, 2010

ISBN

978-88-16-37009-8

Edizione

[3. edizione]

Descrizione fisica

332 p. ; 23 cm

Collana

Biblioteca permanente Jaca ; 9

Disciplina

968

Locazione

FSPBC

Collocazione

II F 280

Lingua di pubblicazione

Italiano

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Traduzione di Aldo Carrer, Davide Danti



2.

Record Nr.

UNINA9910255129503321

Autore

Becker Katrin

Titolo

Choosing and Using Digital Games in the Classroom : A Practical Guide / / by Katrin Becker

Pubbl/distr/stampa

Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017

ISBN

9783319122236

3319122231

Edizione

[1st ed. 2017.]

Descrizione fisica

1 online resource (XXV, 411 p. 106 illus. in color.)

Collana

Advances in Game-Based Learning, , 2567-8485

Disciplina

371.33

Soggetti

Educational technology

Learning, Psychology of

Digital Education and Educational Technology

Instructional Psychology

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di bibliografia

Incudes bibliographical references at the end of each chapters and index.

Nota di contenuto

Part One Context -- What Is It About Games? -- Digital Game-Based Learning: Learning With Games -- Digital Game Pedagogy: Teaching With Games -- Part Two Choosing Games -- Commercial Off-The-Shelf Games (COTS) -- A Magic Bullet -- Evaluating Games -- 4PEG In Action -- Part Three Using Games -- Designing Game Based Pedagogy -- Game Based Lessons -- Creating DGBL Lesson Plans & Curricula -- End Game -- Supplementary Materials. .

Sommario/riassunto

This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.