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001 BRILL9789460914607
003 nllekb
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007 cr un uuuua
008 191130s2011 ne sb 001 0 eng d
020 _a9789460914607
_q(electronic book)
020 _z9789460914591
_q(print)
024 7 _a10.1007/978-94-6091-460-7
_2DOI
035 _a(OCoLC)761879028
040 _aNL-LeKB
_cNL-LeKB
_erda
050 4 _aLB1029.G3
072 7 _aJN
_2bicssc
072 7 _aEDU
_x000000
_2bisacsh
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.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_2rdacarrier
490 1 _aContemporary Approaches to Research in Learning Innovations ;
_v5
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
999 _c41086
_d41086