Game on: Using Digital Games to Transform Teaching, Learning, and Assessment Contributor(s): Schaaf, Ryan L. (Author), Mohan, Nicky (Author) |
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ISBN: 1936763974 ISBN-13: 9781936763979 Publisher: Solution Tree OUR PRICE: $32.36 Product Type: Paperback - Other Formats Published: November 2016 |
Additional Information |
BISAC Categories: - Education | Teaching Methods & Materials - General |
LCCN: 2016951886 |
Physical Information: 0.5" H x 6.9" W x 9.9" (0.90 lbs) 176 pages |
Descriptions, Reviews, Etc. |
Publisher Description: Discover how digital gaming can improve learning and prepare students for successful futures. The authors--both experienced educators and enthusiastic gamers--contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits
Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I's of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources |