A monograph on “instructional technology” which presents innovative teaching-learning possibilities through games and simulations. Geared toward literacy workers and learners, it describes a variety of games and simulations from planning and design to implementation. Discussions of participatory learning and learner-control of these instructional technologies are interwoven in the text
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
This article argues that digital games and school-based literacy practices have much more in common ...
This paper demonstrates how new exploratory technologies are currently being used in adult education...
A monograph on “instructional technology” which presents innovative teaching-learning possibilities ...
Think Play is just for children? Games are only for squared eyed teenagers on their consoles? No… pl...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
Computer games and simulations are considered powerful tools for learning with an untapped potential...
This study examined computer game development as a pedagogical activity to motivate and engage stude...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
Educational games and simulations are experiential exercises that transport learners to another worl...
This session will explore the opportunities technology affords for incorporating game-based learning...
Comprend des références bibliographiques et un index.The book presents a critical evaluation of curr...
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
This article argues that digital games and school-based literacy practices have much more in common ...
This paper demonstrates how new exploratory technologies are currently being used in adult education...
A monograph on “instructional technology” which presents innovative teaching-learning possibilities ...
Think Play is just for children? Games are only for squared eyed teenagers on their consoles? No… pl...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
Computer games and simulations are considered powerful tools for learning with an untapped potential...
This study examined computer game development as a pedagogical activity to motivate and engage stude...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
Game based learning is receiving increased attention, including from the New Media Corporation’s 201...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
Educational games and simulations are experiential exercises that transport learners to another worl...
This session will explore the opportunities technology affords for incorporating game-based learning...
Comprend des références bibliographiques et un index.The book presents a critical evaluation of curr...
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
This article argues that digital games and school-based literacy practices have much more in common ...
This paper demonstrates how new exploratory technologies are currently being used in adult education...