Learning, Education and Games. Volume One: Curricular and Design Considerations
by Karen Schrier, et al.
Publisher: ETC Press 2014
Number of pages: 295
This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs -- including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking.
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by David Moursund
This book explores how Information and Communication Technology aid both your physical capabilities and your mental capabilities. By learning to make effective use of ICT tools, you can improve your problem-solving capabilities.
by Jose P. Zagal - ETC Press
This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. It examines the broader implications for supporting games education.
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