Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Type de ressource
Livre
Auteur/contributeur
Titre
Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond
Résumé
Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
Date
2019
Maison d’édition
ETC Press
Lieu
Pittsburgh
Nb de pages
584
ISBN
978-0-359-98401-5
Titre abrégé
Learning, Education & Games, Volume 3
Langue
Anglais
Extra
Google-Books-ID: D_HCDwAAQBAJ
Référence
Schrier, K. (dir.). (2019). Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond. ETC Press. http://www.worldcat.org/oclc/1130763734
5. Pratiques médiatiques