LEADER 03732oam 2200721I 450 001 9910462304603321 005 20200520144314.0 010 $a1-280-68342-2 010 $a9786613660367 010 $a1-136-34131-5 010 $a0-203-12377-8 024 7 $a10.4324/9780203123775 035 $a(CKB)2670000000203428 035 $a(SSID)ssj0000694117 035 $a(PQKBManifestationID)12259230 035 $a(PQKBTitleCode)TC0000694117 035 $a(PQKBWorkID)10666940 035 $a(PQKB)10088741 035 $a(SSID)ssj0000697085 035 $a(PQKBManifestationID)12331866 035 $a(PQKBTitleCode)TC0000697085 035 $a(PQKBWorkID)10683250 035 $a(PQKB)11219277 035 $a(MiAaPQ)EBC981852 035 $a(Au-PeEL)EBL981852 035 $a(CaPaEBR)ebr10568498 035 $a(CaONFJC)MIL366036 035 $a(OCoLC)804662350 035 $a(OCoLC)796804009 035 $a(EXLCZ)992670000000203428 100 $a20180706d2012 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 00$aUsing games to enhance learning and teaching $ea beginner's guide /$fedited by Nicola Whitton and Alex Moseley 210 1$aNew York :$cRoutledge,$d2012. 215 $axiv, 210 p. $cill 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-415-89771-8 311 $a0-415-89772-6 320 $aIncludes bibliographical references and index. 327 $apt. 1. Background -- pt. 2. Applying game principles to education -- pt. 3. Creating games for learning -- pt. 4. Games in practice -- pt. 5. Conclusions. 330 $a"Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate.This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research"--$cProvided by publisher. 330 $a"Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity"--$cProvided by publisher. 606 $aEducational games 606 $aComputer games 606 $aEducation$xComputer network resources 608 $aElectronic books. 615 0$aEducational games. 615 0$aComputer games. 615 0$aEducation$xComputer network resources. 676 $a371.33/7 701 $aMoseley$b Alex$0886382 701 $aWhitton$b Nicola$0886383 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910462304603321 996 $aUsing games to enhance learning and teaching$91979346 997 $aUNINA