Playing Games in the School Library: Developing Game-Based Lessons and Using Gamification Concepts

Por um escritor misterioso

Descrição

Playing Games in the School Library is a comprehensive resource for those looking to explore the use of game-based learning and gamification in the library setting. It illustrates how game play can be developed through applying learning theory to practice, exemplified by case studies taken from a variety of international contexts.
Playing Games in the School Library: Developing Game-Based Lessons and  Using Gamification Concepts
David W. Deeds: Game-Based Learning & Gamification
Playing Games in the School Library: Developing Game-Based Lessons and  Using Gamification Concepts
What is the Difference Between Gamification and Game-based Learning?
Playing Games in the School Library: Developing Game-Based Lessons and  Using Gamification Concepts
The Use of Gamification in Education: Enhancing Learning Through Engagement
Playing Games in the School Library: Developing Game-Based Lessons and  Using Gamification Concepts
Five games for children to play in their school library
Playing Games in the School Library: Developing Game-Based Lessons and  Using Gamification Concepts
What is the Difference Between Gamification and Game-based Learning?
Playing Games in the School Library: Developing Game-Based Lessons and  Using Gamification Concepts
Game-Based Learning - WCU of PA
Playing Games in the School Library: Developing Game-Based Lessons and  Using Gamification Concepts
Samick Smart Education
Playing Games in the School Library: Developing Game-Based Lessons and  Using Gamification Concepts
Student-centred digital game–based learning: a conceptual framework and survey of the state of the art
Playing Games in the School Library: Developing Game-Based Lessons and  Using Gamification Concepts
6 Ways to Gamify your English Language Arts Classroom - The Secondary English Coffee Shop
Playing Games in the School Library: Developing Game-Based Lessons and  Using Gamification Concepts
Using Gamification in Grades 3 to 12 to Ignite Student Learning
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