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Libraries Got Game [[electronic resource] ] : Aligned Learning through Modern Board Games
Libraries Got Game [[electronic resource] ] : Aligned Learning through Modern Board Games
Autore Mayer Brian
Pubbl/distr/stampa Chicago, : ALA Editions, 2010
Descrizione fisica 1 online resource (150 p.)
Disciplina 020
025.2896
20
Altri autori (Persone) HarrisChristopher
Soggetto topico Board games
Libraries - Special collections - Board games - United States
Board games - Activity programs
School libraries
Library & Information Science
Social Sciences
ISBN 0-8389-9739-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Acknowledgments; Part I: Reintroducing Board Games; Chapter 1: Designer Games; What Makes Designer Games Different; Games for All; Chapter 2: Why Games Matter; Authentic Experiences; Student Engagement; Social and Life Skills; Higher-Order Thinking; Games Do Matter; Notes; Chapter 3: Redefining Resources; Facing Questions about Games; Notes; Part II: Games for Twenty-First-Century Learners; Chapter 4: Library and Information Skills; Informational Implications of Gaming; Social Implications of Gaming; Library and Information Skills Alignment; Collaborative Learning
Chapter 5: Alignment with State and National Curriculum StandardsEnglish and Language Arts; Social Studies; Mathematics; Science; Part III: Games in School Libraries; Chapter 6: The Genesee Valley Model; Low Cost; High Level of Buy-In; Selection of Games; Missing Pieces; Using the Games; Professional Development; Chapter 7: Starting a Game Collection; Collection Development; Authenticity of Game Play; Identification of Curriculum Alignments; Game Time; Return on Investment; Where to Find Games; Part IV: Great Games for School Libraries
Chapter 8: Top Recommended Games for Elementary School: Pre-K through Grade 5Chapter 9: Top Recommended Games for Middle School: Grades 6-8; Chapter 10: Top Recommended Games for High School: Grades 9-12; Glossary of Designer Board Game Terminology; A; C; G; I; L; M; P; R; S; T; V; W; List of Games Discussed; List of Game Publishers; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P; Q; R; S; T; U; V; W; Z
Record Nr. UNINA-9910781078803321
Mayer Brian  
Chicago, : ALA Editions, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Libraries Got Game [[electronic resource] ] : Aligned Learning through Modern Board Games
Libraries Got Game [[electronic resource] ] : Aligned Learning through Modern Board Games
Autore Mayer Brian
Pubbl/distr/stampa Chicago, : ALA Editions, 2010
Descrizione fisica 1 online resource (150 p.)
Disciplina 020
025.2896
20
Altri autori (Persone) HarrisChristopher
Soggetto topico Board games
Libraries - Special collections - Board games - United States
Board games - Activity programs
School libraries
Library & Information Science
Social Sciences
ISBN 0-8389-9739-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Acknowledgments; Part I: Reintroducing Board Games; Chapter 1: Designer Games; What Makes Designer Games Different; Games for All; Chapter 2: Why Games Matter; Authentic Experiences; Student Engagement; Social and Life Skills; Higher-Order Thinking; Games Do Matter; Notes; Chapter 3: Redefining Resources; Facing Questions about Games; Notes; Part II: Games for Twenty-First-Century Learners; Chapter 4: Library and Information Skills; Informational Implications of Gaming; Social Implications of Gaming; Library and Information Skills Alignment; Collaborative Learning
Chapter 5: Alignment with State and National Curriculum StandardsEnglish and Language Arts; Social Studies; Mathematics; Science; Part III: Games in School Libraries; Chapter 6: The Genesee Valley Model; Low Cost; High Level of Buy-In; Selection of Games; Missing Pieces; Using the Games; Professional Development; Chapter 7: Starting a Game Collection; Collection Development; Authenticity of Game Play; Identification of Curriculum Alignments; Game Time; Return on Investment; Where to Find Games; Part IV: Great Games for School Libraries
Chapter 8: Top Recommended Games for Elementary School: Pre-K through Grade 5Chapter 9: Top Recommended Games for Middle School: Grades 6-8; Chapter 10: Top Recommended Games for High School: Grades 9-12; Glossary of Designer Board Game Terminology; A; C; G; I; L; M; P; R; S; T; V; W; List of Games Discussed; List of Game Publishers; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P; Q; R; S; T; U; V; W; Z
Record Nr. UNINA-9910810873703321
Mayer Brian  
Chicago, : ALA Editions, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Libraries Got Game [[electronic resource] ] : Aligned Learning through Modern Board Games
Libraries Got Game [[electronic resource] ] : Aligned Learning through Modern Board Games
Autore Mayer Brian
Pubbl/distr/stampa Chicago, : ALA Editions, 2009
Descrizione fisica 1 online resource (150 p.)
Disciplina 020
025.2896
20
Altri autori (Persone) HarrisChristopher
Soggetto topico Board games
Libraries - Special collections - Board games - United States
Board games - Activity programs
School libraries
Library & Information Science
Social Sciences
Soggetto genere / forma Electronic books.
ISBN 0-8389-9739-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Acknowledgments; Part I: Reintroducing Board Games; Chapter 1: Designer Games; What Makes Designer Games Different; Games for All; Chapter 2: Why Games Matter; Authentic Experiences; Student Engagement; Social and Life Skills; Higher-Order Thinking; Games Do Matter; Notes; Chapter 3: Redefining Resources; Facing Questions about Games; Notes; Part II: Games for Twenty-First-Century Learners; Chapter 4: Library and Information Skills; Informational Implications of Gaming; Social Implications of Gaming; Library and Information Skills Alignment; Collaborative Learning
Chapter 5: Alignment with State and National Curriculum StandardsEnglish and Language Arts; Social Studies; Mathematics; Science; Part III: Games in School Libraries; Chapter 6: The Genesee Valley Model; Low Cost; High Level of Buy-In; Selection of Games; Missing Pieces; Using the Games; Professional Development; Chapter 7: Starting a Game Collection; Collection Development; Authenticity of Game Play; Identification of Curriculum Alignments; Game Time; Return on Investment; Where to Find Games; Part IV: Great Games for School Libraries
Chapter 8: Top Recommended Games for Elementary School: Pre-K through Grade 5Chapter 9: Top Recommended Games for Middle School: Grades 6-8; Chapter 10: Top Recommended Games for High School: Grades 9-12; Glossary of Designer Board Game Terminology; A; C; G; I; L; M; P; R; S; T; V; W; List of Games Discussed; List of Game Publishers; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P; Q; R; S; T; U; V; W; Z
Record Nr. UNINA-9910456970903321
Mayer Brian  
Chicago, : ALA Editions, 2009
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Proceedings of the 3rd International Workshop on Patent Information Retrieval
Proceedings of the 3rd International Workshop on Patent Information Retrieval
Autore Tait John
Pubbl/distr/stampa [Place of publication not identified], : ACM, 2010
Descrizione fisica 1 online resource (68 pages)
Collana ACM Conferences
Soggetto topico Engineering & Applied Sciences
Technology - General
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti CIKM '10 International Conference on Information and Knowledge Management, Toronto, ON, Canada - October 26 - 30, 2010
Record Nr. UNINA-9910376009503321
Tait John  
[Place of publication not identified], : ACM, 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui