Learning in Real and Virtual Worlds

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106,99 

Commercial Video Games as Educational Tools, Digital Education and Learning

ISBN: 1137312041
ISBN 13: 9781137312044
Autor: Lacasa, P
Verlag: Springer Verlag GmbH
Umfang: xxxii, 274 S., 31 s/w Illustr., 274 p. 31 illus.
Erscheinungsdatum: 20.09.2013
Auflage: 1/2013
Produktform: Gebunden/Hardback
Einband: Gebunden

EXTENSIVE RESEARCH: Based on more than ten years of work with teachers and gamers and an extensive period of teaching new ways of thinking about, and becoming, new literate persons.THEORY + PRAXIS: Offers new understandings of video games paired with extensive research and recommendationsBRIDGES GAP: Shares the experience of how certain commercial video games have been introduced into the classroom in an attempt to build bridges between learning in formal contexts and in everyday life. OFFERS TOOLS: The book aims to show various ways of using games in natural settings for educational purposes, so that people can participate in similar experiences.

Artikelnummer: 9056698 Kategorie:

Beschreibung

Packed with critical analysis and real-life examples, this book explores how children's video games can cultivate learning. Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills.

Autorenporträt

Author Pilar Lacasa: Pilar Lacasa is Professor of Communication and Education at the University of Alcala, Spain.

Herstellerkennzeichnung:


Springer Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
DE

E-Mail: juergen.hartmann@springer.com

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