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 Dan Cohen, Tom Scheinfeldt - MPublishing
This volume explores how the academy might be beneficially reformed using digital media and technology. The book represents a good snapshot of how engaged academics are trying to further its original goals of learning, scholarship, and service.
by Gail E. Hawisher, Cynthia L. Selfe - Utah State University Press
A volume that sets the agenda in the field of computers and composition scholarship for a decade. The technology changes that scholars of composition studies face as the next century opens couldn't be more dramatic or deserving of passionate study.
by George Veletsianos (ed.) - AU Press
Contributors to 'Emergence and Innovation in Digital Learning' include individuals who are shaping the future of online learning with their applications and investigations on the impact of issues such as openness, analytics, MOOCs, and social media.
by B.J. Poole, E. Sky-McIlvain - University of Pittsburgh at Johnstown
The primary goal of the text is to help you incorporate the computer into your K-12 curriculum. A secondary goal is to support your endeavors towards becoming the most effective educator you can be in the context of the K-12 classroom of today ...