LEADER 02022nam 2200601 450 001 9910463022403321 005 20200520144314.0 010 $a1-56484-423-4 035 $a(CKB)2670000000310218 035 $a(EBL)3317687 035 $a(SSID)ssj0000670855 035 $a(PQKBManifestationID)11409069 035 $a(PQKBTitleCode)TC0000670855 035 $a(PQKBWorkID)10624963 035 $a(PQKB)10229374 035 $a(MiAaPQ)EBC3317687 035 $a(Au-PeEL)EBL3317687 035 $a(CaPaEBR)ebr10759762 035 $a(OCoLC)773670140 035 $a(EXLCZ)992670000000310218 100 $a20100824h20102010 uy| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aPlaying games in school $evideo games and simulations for primary and secondary education /$fedited by Atsusi "2c" Hirumi 205 $aFirst edition. 210 1$aEugene, Oregon :$cInternational Society for Technology in Education,$d[2010] 210 4$dİ2010 215 $a1 online resource (455 p.) 300 $aDescription based upon print version of record. 311 $a1-56484-271-1 320 $aIncludes bibliographical references and index. 327 $asection I. Why play games? -- section II. Games in subject areas -- section III. Planning to play games -- section IV. Additional perspectives on gameplay. 606 $aSimulation games in education 606 $aVideo games and children 606 $aVideo games and teenagers 606 $aComputer-assisted instruction 608 $aElectronic books. 615 0$aSimulation games in education. 615 0$aVideo games and children. 615 0$aVideo games and teenagers. 615 0$aComputer-assisted instruction. 676 $a371.39/7 701 $aHirumi$b Atsusi$0979199 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910463022403321 996 $aPlaying games in school$92232121 997 $aUNINA