01230nam0 2200397 450 99000086376020331688-415-0146-40086376USA010086376(ALEPH)000086376USA01008637619940808d1993 |||y0itay01 baitaITa 00|||Medicina naturaleguida pratica illustrata ai rimedi che ci offre la naturaMiriam Polunin, Christopher RobbinsNovaraIstituto geografico De Agostini[1993]144 p.ill.30 cmTrad. di Luisa Cavallito2001<<The>> natural pharmacy41631Terapia naturale615.535POLUNIN,Miriam551266ROBBINS,Christopher551267ITsalbcISBD990000863760203316615.535 POL1752 FARM615.535BKFARMPATTY9020020110USA011347PATTY9020020110USA011347PATTY9020020110USA01134920020403USA011731PATRY9020040406USA011659Natural pharmacy41631UNISA03570nam 22006135 450 991034933790332120240322063243.09783030277864303027786010.1007/978-3-030-27786-4(CKB)4100000009184979(MiAaPQ)EBC5892524(DE-He213)978-3-030-27786-4(Perlego)3491308(EXLCZ)99410000000918497920190905d2019 u| 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierGraduate Skills and Game-Based Learning Using Video Games for Employability in Higher Education /by Matthew Barr1st ed. 2019.Cham :Springer International Publishing :Imprint: Palgrave Macmillan,2019.1 online resource (238 pages)Digital Education and Learning,2753-07529783030277857 3030277852 Chapter 1. Video games and learning -- Chapter 2. Graduate attributes and games -- Chapter 3. Playing games at university -- Chapter 4. The student perspective -- Chapter 5. Reflections on game-based learning -- Chapter 6. The Educator perspective -- Chapter 7. The games industry perspective -- Chapter 8. Gaming for graduates.This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers. Matthew Barr is Lecturer at the University of Glasgow, UK, where he convened the university’s first game studies course and founded the peer reviewed student game studies journal Press Start. He is currently Programme Director for the Graduate Apprenticeship in Software Engineering. He serves as Vice Chair of British DiGRA, sits on the Board of the Scottish Game Developers Association and is the current Chair of the BAFTA Scotland Games Jury.Digital Education and Learning,2753-0752Educational technologyEducation, HigherDigital mediaAbilityDigital Education and Educational TechnologyHigher EducationDigital and New MediaSkillsEducational technology.Education, Higher.Digital media.Ability.Digital Education and Educational Technology.Higher Education.Digital and New Media.Skills.794.8378.1734Barr Matthewauthttp://id.loc.gov/vocabulary/relators/aut1064522BOOK9910349337903321Graduate Skills and Game-Based Learning2538781UNINA