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· 분류 : 외국도서 > 교육/자료 > 교육 > 교육 정책/개혁 > 일반
· ISBN : 9780367483975
· 쪽수 : 196쪽
목차
Introduction: The Urgency of Innovation 1. Improve Student Engagement with Gameful Learning 2. Videogames, Feedback Loops, and Classroom Practice 3. Minecraft and Socially Situated Student Learning 4. Minecraft and Transformative Teaching 5. "The Whole Enchilda" a Game for Teaching Mathematical Fluency 6. Level Up Science: Design Thinking, Games and Project-Based Learning 7. Cellverse: Using Virtual Reality to Learn About Cells from the Inside Out 8. "Living in Media: Why Teach the World’s Most Controversial Video Game?" 9. Engaging History through Student Authored Text Adventure Games 10. An Overview of Live Immersive Social Interactives and their Educational Value for Grades 6-1211.Don't Split the Party: Using Games to Enhance Social-Emotional Learning Strategies 12. Promoting Student Health and Well-being with Digital Games 13. Using Games for Empathy, Compassion and Care 14.What We Learned from Games to Make Assessment Playful Conclusion: Once We Defeat the COVID-19 Boss Battle, What then?" Afterword