| 000 | 03545cam a2200433Ii 4500 | ||
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| 001 | BRILL9789460914607 | ||
| 003 | nllekb | ||
| 005 | 20260610105606.0 | ||
| 007 | cr un uuuua | ||
| 008 | 191130s2011 ne sb 001 0 eng d | ||
| 020 |
_a9789460914607 _q(electronic book) |
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| 020 |
_z9789460914591 _q(print) |
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| 024 | 7 |
_a10.1007/978-94-6091-460-7 _2DOI |
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| 035 | _a(OCoLC)761879028 | ||
| 040 |
_aNL-LeKB _cNL-LeKB _erda |
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| 050 | 4 | _aLB1029.G3 | |
| 072 | 7 |
_aJN _2bicssc |
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| 072 | 7 |
_aEDU _x000000 _2bisacsh |
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| 082 | 0 | 4 |
_a371.33/7 _223 |
| 245 | 0 | 0 |
_aPlayful Teaching, Learning Games : _ba New Tool for Digital Classrooms / _cEdited by Myint Swe Khine. |
| 264 | 1 |
_aLeiden; _aBoston : _bBrill | Sense, _c2011. |
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| 300 | _a1 online resource | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _2rdacarrier |
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| 490 | 1 |
_aContemporary Approaches to Research in Learning Innovations ; _v5 |
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| 490 | 1 | _aEducational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001 | |
| 505 | 0 | 0 |
_aPreliminary Material / _rMyint Swe Khine -- The Impact of Visual Design Quality on Game-based Learning / _rNicola Whitton and Peter Whitton -- An Activity Theoretical Model for Social Interaction in Computer Games / _rChee Siang Ang , Panayiotis Zaphiris and Stephanie Wilson -- Video Games in the Classroom / _rSandra Schamroth Abrams -- Methods and Design for Research in Global Oriented Game-based Language Learning / _rBente Meyer and Birgitte Holm Sørensen -- Baroque Baroque Revolution / _rJen Jenson , Nick Taylor , Suzanne de Castell , Milena Droumeva and Stephanie Fisher -- Virtual Games and Career Exploration / _rTeresa Franklin , William Young II , Chang Liu , Stephen P. Carroll and Li-Wei Peng -- Multi-user Virtual Environment – A Tool for Play or Academic Engagement? / _rLee Yong Tay and Cher Ping Lim -- Games in Education / _rMyint Swe Khine -- List of Contributors / _rMyint Swe Khine. |
| 520 | _aEducators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms. | ||
| 588 | _aDescription based on print version record. | ||
| 650 | 0 | _aEducational games. | |
| 650 | 0 | _aEducational technology. | |
| 700 | 1 |
_aKhine, Myint Swe, _eeditor. |
|
| 776 | 0 | 8 |
_iPrint version: _tPlayful Teaching, Learning Games: New Tool for Digital Classrooms, _dLeiden Boston : Brill | Sense, 2011 _w9789460914591 |
| 830 | 0 |
_aContemporary Approaches to Research in Learning Innovations ; _v5. |
|
| 830 | 0 | _aEducational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001. | |
| 856 | 4 |
_zDOI: _uhttp://dx.doi.org/10.1007/978-94-6091-460-7 |
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| 999 |
_c41086 _d41086 |
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