派博傳思國(guó)際中心

標(biāo)題: Titlebook: Games: Purpose and Potential in Education; Christopher Thomas Miller Book 2009 Springer-Verlag US 2009 Game-Based Learning.Games and Gende [打印本頁(yè)]

作者: HBA1C    時(shí)間: 2025-3-21 17:58
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作者: 我沒(méi)有強(qiáng)迫    時(shí)間: 2025-3-21 21:00
Learning by Designing Homemade PowerPoint Games,mes provide among the best exampies of cognitive psychology in action: authentie goals situated in a meaningful and motivating activity with clear and consistent feedback. However, ideas and approaches, no matter how innovative, which cannot meet the practical demands and limitations of a typical sc
作者: 剝皮    時(shí)間: 2025-3-22 03:11

作者: 橫截,橫斷    時(shí)間: 2025-3-22 05:09

作者: 山頂可休息    時(shí)間: 2025-3-22 11:07

作者: BALE    時(shí)間: 2025-3-22 14:44

作者: BALE    時(shí)間: 2025-3-22 19:20
Taylorentwicklung und Potenzreihenmes provide among the best exampies of cognitive psychology in action: authentie goals situated in a meaningful and motivating activity with clear and consistent feedback. However, ideas and approaches, no matter how innovative, which cannot meet the practical demands and limitations of a typical sc
作者: Filibuster    時(shí)間: 2025-3-22 23:10
Steven A. Barker,Austin R. Long historically and currently, that appeal to boys and girls. lt will examine at what age the differences in learning styles between genders beg ins to appear and when they become most pronounced. The chapter will focus on what the current research suggests about the way each gender learns and retains
作者: 相容    時(shí)間: 2025-3-23 02:35
Metalinguistic Terms in Evaluations in which a few “good” games implement some well-known learning and instructional theories. “Good” games in this context are defined as those that have experienced both substantial commercial success and broad critical acc1aim: the deliberate implementation of one or another learning or instruction
作者: Fissure    時(shí)間: 2025-3-23 05:46

作者: Ischemic-Stroke    時(shí)間: 2025-3-23 12:24
https://doi.org/10.1007/978-3-322-96683-4ers. Good game design has a lot to teach us about good leaming and contemporary leaming theory has something to teach us about how to design even better and deeper games. I view leaming in games as a form of “experiential leaming” and discuss the conditions—often met in good games—under which leaming from experience is most effective for leaming.
作者: 新奇    時(shí)間: 2025-3-23 16:13
,Video Games, Learning, and “Content”,ers. Good game design has a lot to teach us about good leaming and contemporary leaming theory has something to teach us about how to design even better and deeper games. I view leaming in games as a form of “experiential leaming” and discuss the conditions—often met in good games—under which leaming from experience is most effective for leaming.
作者: 凹槽    時(shí)間: 2025-3-23 19:17

作者: 確認(rèn)    時(shí)間: 2025-3-24 00:25

作者: 凹室    時(shí)間: 2025-3-24 03:59

作者: dithiolethione    時(shí)間: 2025-3-24 09:12

作者: 敵意    時(shí)間: 2025-3-24 13:59
Metalinguistic Terms in Evaluation as human communication itself. The practice of “studying the masters” is also an old and respected one, and using this perspective we can take advantage of the opportunities afforded us in studying outstanding examples of commercial digital games as “educational” objects, even if they weren’t produ
作者: 帳單    時(shí)間: 2025-3-24 15:45

作者: 土坯    時(shí)間: 2025-3-24 19:47

作者: flammable    時(shí)間: 2025-3-25 00:30

作者: 高調(diào)    時(shí)間: 2025-3-25 07:15

作者: 莊嚴(yán)    時(shí)間: 2025-3-25 09:59

作者: 憤慨點(diǎn)吧    時(shí)間: 2025-3-25 12:16

作者: overwrought    時(shí)間: 2025-3-25 19:01

作者: embolus    時(shí)間: 2025-3-25 20:12
Once Upon a Game,rooms. In this chapter, we attempt to explore the very idea of playing and learning by trying to rediscover the hidden meanings in usual words, like “game,” “play,” “school” and “education” through a lexical and conceptual analysis within the Western culture, roaming among ancient and modern languag
作者: 黃瓜    時(shí)間: 2025-3-26 02:55
Learning by Designing Homemade PowerPoint Games,and discuss how to use an almost ubiquitous software tool in the schools — PowerPoint — with children in the design of original games. In these games, students put school’s content to use in ways perceived to be meaningful and authentie to them. Game design capitalizes on the natural design instinct
作者: 正式通知    時(shí)間: 2025-3-26 07:59
,Video Games, Learning, and “Content”,ers. Good game design has a lot to teach us about good leaming and contemporary leaming theory has something to teach us about how to design even better and deeper games. I view leaming in games as a form of “experiential leaming” and discuss the conditions—often met in good games—under which leamin
作者: Offstage    時(shí)間: 2025-3-26 08:36

作者: 正面    時(shí)間: 2025-3-26 14:20
Video Game Pedagogy, as human communication itself. The practice of “studying the masters” is also an old and respected one, and using this perspective we can take advantage of the opportunities afforded us in studying outstanding examples of commercial digital games as “educational” objects, even if they weren’t produ
作者: N斯巴達(dá)人    時(shí)間: 2025-3-26 17:33
Applying Pedagogy during Game Development to Enhance Game-Based Learning,eady in use in schools and universities across the country, and the number of serious games designed specifically for training and education is also on the rise. Advances in video game production, however, are far outpacing research on its design and effectiveness. Relatively little is still known a
作者: DOTE    時(shí)間: 2025-3-27 01:02
Video Games and Teacher Development: Bridging the Gap in the Classroom,s. Researchers in this chapter provide tested models to anchor the use of video games and simulations to current structures of teaching activities that teachers are already comfortable with in order to bridge the gap between Digital Immigrant pedagogy and Digital Native students. Research meets prac
作者: 桉樹(shù)    時(shí)間: 2025-3-27 02:20
Confronting the Dark Side of Video Games,ions from both light and dark sides. Some studies suggested that players who have been exposed to the “dark side” of video games may act out unacceptable social behaviors based on their learning experiences. This issue of the effect of unintentional learning in video games deserves much scrutiny and
作者: Ligneous    時(shí)間: 2025-3-27 07:06

作者: 沒(méi)花的是打擾    時(shí)間: 2025-3-27 13:25

作者: instulate    時(shí)間: 2025-3-27 15:08

作者: AWRY    時(shí)間: 2025-3-27 20:43
Video Games and Teacher Development: Bridging the Gap in the Classroom,t teachers are already comfortable with in order to bridge the gap between Digital Immigrant pedagogy and Digital Native students. Research meets practice as the authors describe the use of Lesson Study, a Game-to-Classroom Map, and Understanding by Design in successful efforts to support teachers implementing video games in the classroom.
作者: Panacea    時(shí)間: 2025-3-28 01:23
Blogging the Future from Multiple Perspectives,in a blog format to allow an evolving discussion among the authors. Topics covered within the chapter include games and the instructional design field, problems associated with games, assessment and games, cultural implications for games in education, and future potentials for games in education.
作者: Incisor    時(shí)間: 2025-3-28 03:50

作者: Ankylo-    時(shí)間: 2025-3-28 08:47
https://doi.org/10.1007/978-3-322-80288-0game,” “play,” “school” and “education” through a lexical and conceptual analysis within the Western culture, roaming among ancient and modern languages. It is through the rediscovery of our roots that we as educators can be better informed to either embrace or discard the call to integrate play into education for game-based instruction.
作者: 沙文主義    時(shí)間: 2025-3-28 12:42

作者: construct    時(shí)間: 2025-3-28 16:49
https://doi.org/10.1007/978-3-662-03744-7in a blog format to allow an evolving discussion among the authors. Topics covered within the chapter include games and the instructional design field, problems associated with games, assessment and games, cultural implications for games in education, and future potentials for games in education.
作者: acetylcholine    時(shí)間: 2025-3-28 20:17
Statistical Analysis of GCM Outputvideo-games chasm..As educators, we have the responsibility to carefully evaluate and consider the effects of video games in learning because it is our duty to educate and shape the young minds. Rule #1 remains, “Do no harm!”
作者: 取消    時(shí)間: 2025-3-28 22:57
Confronting the Dark Side of Video Games,video-games chasm..As educators, we have the responsibility to carefully evaluate and consider the effects of video games in learning because it is our duty to educate and shape the young minds. Rule #1 remains, “Do no harm!”
作者: 殺蟲(chóng)劑    時(shí)間: 2025-3-29 03:03
Stefan Majetschakrom these techniques. As well as giving our colleagues from the Northern Hemisphere a break from midwinter, the location of the Symposium in Australia recognise978-0-7923-2633-5978-94-011-0880-5Series ISSN 1743-9213 Series E-ISSN 2352-2186
作者: 本能    時(shí)間: 2025-3-29 09:06

作者: conceal    時(shí)間: 2025-3-29 14:26
Systematic Uncertainties,This section describes the systematic uncertainty in this analysis. The sources of systematic uncertainties are considered: the physics objects and simulation modelling.
作者: Mediocre    時(shí)間: 2025-3-29 17:19





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