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代理商:大苹果
页数:450
定价:42.95 美元
上传日期:2014-6-20 0:00:00

PLAYING GAMES IN SCHOOL: VIDEO GAMES AND SIMULATIONS FOR PRIMARY AND SECONDARY EDUCATION

Book ID/图书代码: 11724014B71198

English Summary/英文概要: Millions of people around the world spend billions of dollars and countless hours playing video games. Imagine if teachers could harness this power of engagement to nurture a love of learning among their students. With this robust collection of articles, editor Atsusi ’’2c’’ Hirumi encourages educators to explore the benefits of interactive entertainment in education. The contributors offer information that will help educators make informed decisions about how games can be played to facilitate learning, including how to locate, select, and integrate games in meaningful and effective ways. Playing Games in School focuses this analysis on four topics: why games should be a part of education, the availability of games in four core subjects and physical education, selecting and integrating games in school, and alternate perspectives on game-based learning. Each chapter takes an in-depth look at research or case studies on topics including how today’s students differ from previous generations, integrating games into the classroom with instructional strategies, incorporating gamebased learning without computers, commercial off-the-shelf games, virtual environments, and more. The additional resources throughout the book, such as lists of guidelines and a technology consent form template, assist educators as they integrate this compelling form of instruction into their classrooms.

Topics include:

-gaming -educational games -technology integration -simulations

Chinese Summary/中文概要: 数以百万计的世界各地的人们花费数十亿美元和无数个小时玩电子游戏。试想一下,如果教师能利用这个力量培养自己学生对学习的兴趣。以这本强大的文章合集,阿塔斯鼓励教育工作者探索教育互动娱乐带来的好处。 投稿者提供的信息将有助于教育工作者做出游戏如何发挥来促进学习的明智决定,包括如何以有意义和有效的方式定位,选择和整合游戏。《在学校玩游戏》重点分析这四个主题: 为什么游戏应该是教育的一部分,在四个核心科目和体育教学中的游戏可用性,学校游戏的选择和整合,以及以游戏为基础的学习的可替代观点。每章都深入探讨了关于主题的研究或案例分析,包括今天的学生和以前的学生有何不同,带着教学策略将游戏整合进课堂,没有电脑,商用现货供应的游戏,虚拟环境等的以游戏为基础的学习。额外的资源贯穿全书,指引列表和技术同意书范本,以及将指导的引人注目的形式融入到课堂的协助教育工作者。

主题包括:

- 游戏 - 益智游戏 - 技术集成 - 模拟(LNL)

Awards/获奖情况:非常适合帮助我完成我的博士学位所需的游戏课堂。很容易看懂并且有很大的帮助。

Good for the purpose of helping me through a gaming class required for my PhD. Easy read and helpful as well

About the Author/作者介绍: 阿塔斯•黑瑞木是佛罗里达中央大学的副教授和教学技术计划的联席主席,他也是一位屡获殊荣的教育家,并且已出版专着章节和审阅的期刊文章,并经常出席州,国家和国际会议。他拥有教学系统博士学位,一直专注以故事和游戏为主的教学方法和学习,以及备用的电子学习环境的设计。此外,他还与学校,大学,医疗中心,美国军方和国外建立网上培训项目,课程和学位课程。

Atsusi ’’2c’’ Hirumi, associate professor and co-chair of the instructional technology program at the University of Central Florida, is an award-winning educator who has published book chapters and refereed journal articles and presented at state, national, and international conferences. With a doctorate in instructional systems, Hirumi has focused his research on story- and game-based approaches to teaching and learning and the design of alternate e-learning environments. In addition, Hirumi works with schools, universities, medical centers, and the military in the United States and abroad to establish online training programs, courses, and degree programs.

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