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Connected gaming : what making video games can teach us about learning and literacy / / Yasmin B. Kafai and Quinn Burke ; foreword by Constance Steinkuehler
Connected gaming : what making video games can teach us about learning and literacy / / Yasmin B. Kafai and Quinn Burke ; foreword by Constance Steinkuehler
Autore Kafai Yasmin B.
Pubbl/distr/stampa Cambridge, MA : , : The MIT Press, , [2016]
Descrizione fisica 1 online resource (221 pages) : illustrations
Disciplina 371.33/46696
Collana The John D. and Catherine T. MacArthur Foundation series on digital media and learning
Soggetto topico Video games in education
Computers and children
Computer programming - Study and teaching
Video games - Design
Constructivism (Education)
Learning, Psychology of
ISBN 0-262-33696-0
0-262-33695-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introduction -- The serious side : making games for learning -- The social side : making games together beats making them alone -- The cultural side : rethinking access and participation in gaming -- The tangible side : merging old materials with new interfaces for gaming -- The creative side : tools for modding and making games -- Connected gaming for all.
Record Nr. UNINA-9910157805503321
Kafai Yasmin B.  
Cambridge, MA : , : The MIT Press, , [2016]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others]
Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (215 pages)
Disciplina 371.334
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Educational technology
Video games in education
ISBN 3-030-78448-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- Digital Technologies and Learning -- The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders -- 1 Introduction -- 1.1 Aim of the Research -- 1.2 Background and Previous Work -- 2 The IRIS Instruction -- 2.1 Motivation-Enhancing Instructional Practices -- 2.2 Meaningful and Authentic Context -- 2.3 Balanced Instructional Structure -- 3 Implementation of IRIS at Primary School -- 3.1 Monday -- 3.2 Tuesday -- 3.3 Wednesday -- 3.4 Thursday -- 3.5 Friday -- 4 Research Questions -- 5 Research Study -- 5.1 Participants -- 5.2 Design -- 5.3 Assessment Materials -- 5.4 Procedure -- 6 Results -- 6.1 The Impact of IRIS on Reading Comprehension -- 6.2 The Impact of IRIS on Reading Comprehension in Comparison with Two Control Groups -- 6.3 The Impact of IRIS on Reading Motivation -- 6.4 The Impact of IRIS on Reading Motivation in Comparison with Two Control Groups -- 7 Discussion -- 8 Conclusion -- References -- Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students' Learning Motivation, Attitude, and Satisfaction -- 1 Introduction -- 2 Reviewed Literature -- 2.1 Digital Game-Based Learning -- 2.2 Learning Motivation -- 2.3 Learning Attitude -- 2.4 Learning Satisfaction -- 3 Methodology -- 3.1 Teaching Material Content -- 3.2 Research Hypothesis -- 3.3 The Definition and Measurement of the Research Dimensions -- 3.4 Data Collection -- 4 Research Results -- 4.1 Reliability Analysis -- 4.2 Validity Analysis -- 4.3 Correlation Analysis -- 4.4 Regression Analysis -- 4.5 Summary -- 5 Conclusion -- 5.1 Research Finding -- 5.2 Research Conclusion -- References -- Potentiating Digital Educational Environments Through Data Analytics -- 1 Introduction -- 2 Data Analytics and Games -- 2.1 Data Analytics and Educational Games/Apps.
3 Developing Data Analytics Techniques for the Mobeybou Interactive Story Apps -- 3.1 Using Unity Analytic as a Data Platform -- 3.2 Design of Adaptive Data Analysis Techniques -- 4 Conclusion and Future Work -- References -- Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers -- 1 Introduction -- 2 VR and Learning -- 3 The VR/AR Prototypes -- 4 Method -- 5 Findings -- 5.1 Students and Motivation -- 5.2 Learning Activities and Goals -- 5.3 The Teacher's Role -- 5.4 Feedback to Existing Prototypes -- 5.5 Solutions -- 6 Discussion -- 7 Conclusion -- References -- Designing for Innovation -- Towards the Development of AI Based Generative Design Tools and Applications -- 1 Introduction -- 2 Methodology -- 2.1 GAN Based Logo Design Project -- 2.2 GAN Based Font Design Project -- 2.3 GAN Station Project -- 3 Discussions and Conclusion -- References -- A Model Approach for an Automatic Clothing Combination System for Blind People -- 1 Introduction -- 2 Related Work -- 3 Project Overview -- 4 Methodology -- 5 Experiments -- 6 Final Remarks -- References -- Seasonal Sunlight Chamber: A Lighting Design Concept to Connect Us to the Dynamics of Sunlight and Our Place on Earth -- 1 Introduction -- 2 Sundial: A Tool to Visualize Change -- 3 The Exploratory Design -- 3.1 Design Concept -- 3.2 Prototype -- 4 Discussion -- 5 Conclusion -- References -- Digital Games, Gamification and Robots -- Intergenerational Playful Experiences Based on Digital Games for Interactive Spaces -- 1 Introduction -- 2 State of the Art -- 2.1 Intergenerational Digital Gaming -- 2.2 Design Factors of Intergenerational Experiences -- 3 Playing in an Interactive Space: The Fantastic Journey -- 3.1 Game Description -- 3.2 The Fantastic Journey as an Intergenerational Experience. -- 4 Intergenerational Experiences -- 4.1 Intergenerational Game Sessions.
4.2 Intergenerational Workshop -- 5 Conclusions and Future Work -- References -- Discourses of Digital Game Based Learning as a Teaching Method -- 1 Introduction -- 2 Digital Game-Based Learning as a Learning Method -- 3 Design Features Supporting Digital Game-Based Learning -- 4 Method -- 4.1 Apparatus -- 4.2 Procedure -- 4.3 Data Analysis Approach -- 5 Results -- 6 Conclusive Discussion -- 6.1 Implications for the Field -- References -- GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy -- 1 Introduction -- 2 Gamification in Educational Contexts -- 2.1 Gamification Concepts -- 3 Contextualization -- 3.1 Mobeybou in Brazil -- 4 GamAll -- 4.1 Methodology -- 4.2 Description of the Game -- 5 Conclusion and Future Work -- References -- Designing a Learning Robot to Encourage Collaboration Between Children -- 1 Introduction -- 2 Related Work -- 3 First Prototype -- 4 Pilot Study -- 4.1 Method -- 4.2 Results -- 5 Second Prototype -- 6 Main Study -- 6.1 Participants -- 6.2 Setup -- 6.3 Procedure -- 6.4 Annotation Scheme for Assessing Collaboration -- 6.5 Identifying Collaborative Behaviour -- 6.6 Measurements -- 6.7 Results -- 7 Discussion -- 8 Conclusion and Future Work -- References -- Designs for Innovative Learning -- Learning Strategies Among Students During a Sudden Transition to Online Teaching in a PBL University -- 1 Introduction and Theoretical Underpinnings -- 2 Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game -- 1 Introduction -- 2 Previous Work and Theoretical Foundation -- 3 Methods -- 3.1 Participants and Ethical Issues -- 3.2 Procedure and Analysis -- 4 Design and Implementation -- 4.1 A Subsection Sample -- 5 Findings -- 5.1 Reading Engagement and Learning -- 5.2 The Game Mechanics.
6 Conclusion -- References -- Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation Amid the COVID-19 -- 1 Introduction -- 2 Methodology -- 3 Findings and Discussion -- 4 Conclusion, Limitations and Future Work -- References -- Author Index.
Record Nr. UNINA-9910488712603321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others]
Design, learning, and innovation : 5th EAI international conference, DLI 2020, virtual event, December 10-11, 2020 : proceedings / / edited by Eva Irene Brooks [and three others]
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (215 pages)
Disciplina 371.334
Collana Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Soggetto topico Educational technology
Video games in education
ISBN 3-030-78448-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- Digital Technologies and Learning -- The Impact of a Digitally-Augmented Reading Instruction on Reading Motivation and Comprehension of Third Graders -- 1 Introduction -- 1.1 Aim of the Research -- 1.2 Background and Previous Work -- 2 The IRIS Instruction -- 2.1 Motivation-Enhancing Instructional Practices -- 2.2 Meaningful and Authentic Context -- 2.3 Balanced Instructional Structure -- 3 Implementation of IRIS at Primary School -- 3.1 Monday -- 3.2 Tuesday -- 3.3 Wednesday -- 3.4 Thursday -- 3.5 Friday -- 4 Research Questions -- 5 Research Study -- 5.1 Participants -- 5.2 Design -- 5.3 Assessment Materials -- 5.4 Procedure -- 6 Results -- 6.1 The Impact of IRIS on Reading Comprehension -- 6.2 The Impact of IRIS on Reading Comprehension in Comparison with Two Control Groups -- 6.3 The Impact of IRIS on Reading Motivation -- 6.4 The Impact of IRIS on Reading Motivation in Comparison with Two Control Groups -- 7 Discussion -- 8 Conclusion -- References -- Explore the Effects of Usefulness and Ease of Use in Digital Game-Based Learning on Students' Learning Motivation, Attitude, and Satisfaction -- 1 Introduction -- 2 Reviewed Literature -- 2.1 Digital Game-Based Learning -- 2.2 Learning Motivation -- 2.3 Learning Attitude -- 2.4 Learning Satisfaction -- 3 Methodology -- 3.1 Teaching Material Content -- 3.2 Research Hypothesis -- 3.3 The Definition and Measurement of the Research Dimensions -- 3.4 Data Collection -- 4 Research Results -- 4.1 Reliability Analysis -- 4.2 Validity Analysis -- 4.3 Correlation Analysis -- 4.4 Regression Analysis -- 4.5 Summary -- 5 Conclusion -- 5.1 Research Finding -- 5.2 Research Conclusion -- References -- Potentiating Digital Educational Environments Through Data Analytics -- 1 Introduction -- 2 Data Analytics and Games -- 2.1 Data Analytics and Educational Games/Apps.
3 Developing Data Analytics Techniques for the Mobeybou Interactive Story Apps -- 3.1 Using Unity Analytic as a Data Platform -- 3.2 Design of Adaptive Data Analysis Techniques -- 4 Conclusion and Future Work -- References -- Virtual- and Augmented Reality-Supported Teaching for Professional Caregivers -- 1 Introduction -- 2 VR and Learning -- 3 The VR/AR Prototypes -- 4 Method -- 5 Findings -- 5.1 Students and Motivation -- 5.2 Learning Activities and Goals -- 5.3 The Teacher's Role -- 5.4 Feedback to Existing Prototypes -- 5.5 Solutions -- 6 Discussion -- 7 Conclusion -- References -- Designing for Innovation -- Towards the Development of AI Based Generative Design Tools and Applications -- 1 Introduction -- 2 Methodology -- 2.1 GAN Based Logo Design Project -- 2.2 GAN Based Font Design Project -- 2.3 GAN Station Project -- 3 Discussions and Conclusion -- References -- A Model Approach for an Automatic Clothing Combination System for Blind People -- 1 Introduction -- 2 Related Work -- 3 Project Overview -- 4 Methodology -- 5 Experiments -- 6 Final Remarks -- References -- Seasonal Sunlight Chamber: A Lighting Design Concept to Connect Us to the Dynamics of Sunlight and Our Place on Earth -- 1 Introduction -- 2 Sundial: A Tool to Visualize Change -- 3 The Exploratory Design -- 3.1 Design Concept -- 3.2 Prototype -- 4 Discussion -- 5 Conclusion -- References -- Digital Games, Gamification and Robots -- Intergenerational Playful Experiences Based on Digital Games for Interactive Spaces -- 1 Introduction -- 2 State of the Art -- 2.1 Intergenerational Digital Gaming -- 2.2 Design Factors of Intergenerational Experiences -- 3 Playing in an Interactive Space: The Fantastic Journey -- 3.1 Game Description -- 3.2 The Fantastic Journey as an Intergenerational Experience. -- 4 Intergenerational Experiences -- 4.1 Intergenerational Game Sessions.
4.2 Intergenerational Workshop -- 5 Conclusions and Future Work -- References -- Discourses of Digital Game Based Learning as a Teaching Method -- 1 Introduction -- 2 Digital Game-Based Learning as a Learning Method -- 3 Design Features Supporting Digital Game-Based Learning -- 4 Method -- 4.1 Apparatus -- 4.2 Procedure -- 4.3 Data Analysis Approach -- 5 Results -- 6 Conclusive Discussion -- 6.1 Implications for the Field -- References -- GamAll: Playing Beyond Boundaries - Gamification and Multimodal Literacy -- 1 Introduction -- 2 Gamification in Educational Contexts -- 2.1 Gamification Concepts -- 3 Contextualization -- 3.1 Mobeybou in Brazil -- 4 GamAll -- 4.1 Methodology -- 4.2 Description of the Game -- 5 Conclusion and Future Work -- References -- Designing a Learning Robot to Encourage Collaboration Between Children -- 1 Introduction -- 2 Related Work -- 3 First Prototype -- 4 Pilot Study -- 4.1 Method -- 4.2 Results -- 5 Second Prototype -- 6 Main Study -- 6.1 Participants -- 6.2 Setup -- 6.3 Procedure -- 6.4 Annotation Scheme for Assessing Collaboration -- 6.5 Identifying Collaborative Behaviour -- 6.6 Measurements -- 6.7 Results -- 7 Discussion -- 8 Conclusion and Future Work -- References -- Designs for Innovative Learning -- Learning Strategies Among Students During a Sudden Transition to Online Teaching in a PBL University -- 1 Introduction and Theoretical Underpinnings -- 2 Methods -- 3 Results -- 4 Discussion -- 5 Conclusion -- References -- Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game -- 1 Introduction -- 2 Previous Work and Theoretical Foundation -- 3 Methods -- 3.1 Participants and Ethical Issues -- 3.2 Procedure and Analysis -- 4 Design and Implementation -- 4.1 A Subsection Sample -- 5 Findings -- 5.1 Reading Engagement and Learning -- 5.2 The Game Mechanics.
6 Conclusion -- References -- Towards Applying ARCS Model for a Blended Teaching Methodologies: A Quantitative Research on Students' Motivation Amid the COVID-19 -- 1 Introduction -- 2 Methodology -- 3 Findings and Discussion -- 4 Conclusion, Limitations and Future Work -- References -- Author Index.
Record Nr. UNISA-996464505303316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Gamification : Analysis, Design, Development and Ludification / / edited by Ioannis Deliyannis, Vaia Tzori, Athanasios Koutsouridis
Gamification : Analysis, Design, Development and Ludification / / edited by Ioannis Deliyannis, Vaia Tzori, Athanasios Koutsouridis
Pubbl/distr/stampa [Place of publication not identified] : , : IntechOpen, , 2023
Descrizione fisica 1 online resource (176 pages)
Disciplina 418.0078
Soggetto topico Gamification
Video games in education
ISBN 1-80356-261-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910678586203321
[Place of publication not identified] : , : IntechOpen, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Hacia la transformación del conocimiento : alternativas pedagógicas innovadoras con colectivos vulnerables / / Celia Corchuelo Fernández
Hacia la transformación del conocimiento : alternativas pedagógicas innovadoras con colectivos vulnerables / / Celia Corchuelo Fernández
Autore Corchuelo Fernández Celia
Pubbl/distr/stampa Madrid, Spain : , : Editorial Dykinson, S.L., , [2021]
Descrizione fisica 1 online resource (138 pages)
Disciplina 737
Soggetto topico Children with disabilitiesxEducation
Video games in education
ISBN 84-1377-823-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione spa
Record Nr. UNINA-9910795503403321
Corchuelo Fernández Celia  
Madrid, Spain : , : Editorial Dykinson, S.L., , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Hacia la transformación del conocimiento : alternativas pedagógicas innovadoras con colectivos vulnerables / / Celia Corchuelo Fernández
Hacia la transformación del conocimiento : alternativas pedagógicas innovadoras con colectivos vulnerables / / Celia Corchuelo Fernández
Autore Corchuelo Fernández Celia
Pubbl/distr/stampa Madrid, Spain : , : Editorial Dykinson, S.L., , [2021]
Descrizione fisica 1 online resource (138 pages)
Disciplina 737
Soggetto topico Children with disabilitiesxEducation
Video games in education
ISBN 84-1377-823-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione spa
Record Nr. UNINA-9910828673903321
Corchuelo Fernández Celia  
Madrid, Spain : , : Editorial Dykinson, S.L., , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Modo jugador o el cacharreo como forma de aprender y conocer con videojuegos / / Nina Alejandra Cabra Ayala
Modo jugador o el cacharreo como forma de aprender y conocer con videojuegos / / Nina Alejandra Cabra Ayala
Autore Cabra Ayala Nina Alejandra
Edizione [1st ed.]
Pubbl/distr/stampa Bogota D.C., Colombia : , : Ediciones Uniandes, , [2016]
Descrizione fisica 1 online resource
Disciplina 794.8
Collana Colección Nuevas Voces
Soggetto topico Video games - Social aspects
Video games in education
ISBN 9789587744088
958774408X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione spa
Record Nr. UNINA-9910985644203321
Cabra Ayala Nina Alejandra  
Bogota D.C., Colombia : , : Ediciones Uniandes, , [2016]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Playing with teaching : considerations for implementing gaming literacies in the classroom / / edited by Antero Garcia, Shelbie Witte and Jennifer S. Dail
Playing with teaching : considerations for implementing gaming literacies in the classroom / / edited by Antero Garcia, Shelbie Witte and Jennifer S. Dail
Pubbl/distr/stampa Leiden, The Netherlands ; ; Boston : , : Brill Sense, , [2020]
Descrizione fisica 1 online resource
Disciplina 372.6
Collana Gaming ecologies and pedagogies series
Soggetto topico Language arts
Educational games
Video games in education
ISBN 90-04-42231-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Foreword -- Ken Lindblom -- List of Figures and Tables -- Notes on Contributors -- Introduction: Taking Literacies of Play Seriously -- Antero Garcia, Jennifer S. Dail and Shelbie Witte -- PART 1: Writing and Text-Based Models of Play -- Introduction to Part 1: Writing and Text-Based Models of Play -- Antero Garcia, Shelbie Witte and Jennifer S. Dail -- 1 Writing through Gaming: A Youth Writing Camp Perspective -- Emily Howell and Rachel Kaminski Sanders -- 2 Time to Level Up: Learning through Play in a Writing Classroom -- Rachel Kaminski Sanders -- 3 Gaming the System: Engaging Students in the Imaginative Worlds of Young Adult Literature through Role-Playing Games -- Lindy l. Johnson and Elizabeth Deboeser -- 4 Imparting Empathy with Gaming Experiences: A Conversation with the Developers of Thorny Games -- Shelbie Witte and Jill Bindewald (with Oklahoma State University English Education Students) -- PART 2: Videogames and Critical Literacies in ELA Classrooms -- Introduction to Part 2: Videogames and Critical Literacies in ELA Classrooms -- Antero Garcia, Shelbie Witte and Jennifer S. Dail -- 5 A Critical Examination of Adolescence through Video Games -- Jon Ostenson -- 6 Video Game Creation as an Instructional Strategy: A New Way to Apply the Tpack Framework in K-12 Education -- Kip Glazer -- 7 Practical Advice for Teaching and Learning with Games: Foster Agency and Ownership with an Intentional Approach to Games -- Chad Sansing -- Index --.
Record Nr. UNINA-9910793923003321
Leiden, The Netherlands ; ; Boston : , : Brill Sense, , [2020]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Playing with teaching : considerations for implementing gaming literacies in the classroom / / edited by Antero Garcia, Shelbie Witte and Jennifer S. Dail
Playing with teaching : considerations for implementing gaming literacies in the classroom / / edited by Antero Garcia, Shelbie Witte and Jennifer S. Dail
Pubbl/distr/stampa Leiden, The Netherlands ; ; Boston : , : Brill Sense, , [2020]
Descrizione fisica 1 online resource
Disciplina 372.6
Collana Gaming ecologies and pedagogies series
Soggetto topico Language arts
Educational games
Video games in education
ISBN 90-04-42231-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Foreword -- Ken Lindblom -- List of Figures and Tables -- Notes on Contributors -- Introduction: Taking Literacies of Play Seriously -- Antero Garcia, Jennifer S. Dail and Shelbie Witte -- PART 1: Writing and Text-Based Models of Play -- Introduction to Part 1: Writing and Text-Based Models of Play -- Antero Garcia, Shelbie Witte and Jennifer S. Dail -- 1 Writing through Gaming: A Youth Writing Camp Perspective -- Emily Howell and Rachel Kaminski Sanders -- 2 Time to Level Up: Learning through Play in a Writing Classroom -- Rachel Kaminski Sanders -- 3 Gaming the System: Engaging Students in the Imaginative Worlds of Young Adult Literature through Role-Playing Games -- Lindy l. Johnson and Elizabeth Deboeser -- 4 Imparting Empathy with Gaming Experiences: A Conversation with the Developers of Thorny Games -- Shelbie Witte and Jill Bindewald (with Oklahoma State University English Education Students) -- PART 2: Videogames and Critical Literacies in ELA Classrooms -- Introduction to Part 2: Videogames and Critical Literacies in ELA Classrooms -- Antero Garcia, Shelbie Witte and Jennifer S. Dail -- 5 A Critical Examination of Adolescence through Video Games -- Jon Ostenson -- 6 Video Game Creation as an Instructional Strategy: A New Way to Apply the Tpack Framework in K-12 Education -- Kip Glazer -- 7 Practical Advice for Teaching and Learning with Games: Foster Agency and Ownership with an Intentional Approach to Games -- Chad Sansing -- Index --.
Record Nr. UNINA-9910821015603321
Leiden, The Netherlands ; ; Boston : , : Brill Sense, , [2020]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Resonant games : design principles for learning games that connect hearts, minds, and the everyday / / Eric Klopfer, Jason Haas, Scot Osterweil, and Louisa Rosenheck
Resonant games : design principles for learning games that connect hearts, minds, and the everyday / / Eric Klopfer, Jason Haas, Scot Osterweil, and Louisa Rosenheck
Autore Klopfer Eric
Pubbl/distr/stampa Cambridge, : The MIT Press, 2018
Descrizione fisica 1 online resource (267 pages)
Disciplina 371.337
Collana The John D. and Catherine T. Macarthur Foundation series on digital media and learning
Soggetto topico Video games in education
ISBN 0-262-34608-7
0-262-34607-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Our game could be your life -- Resonant learning -- In a game, you can be whoever you want to be -- I wish I could go on here forever -- Discovering the secret world of Ysola -- Beetles, beasties, and bunnies in your back pocket -- Doorway to games -- Measuring resonant success -- Games not gamification.
Record Nr. UNINA-9910524895803321
Klopfer Eric  
Cambridge, : The MIT Press, 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui