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Titlebook: Games-To-Teach or Games-To-Learn; Unlocking the Power Yam San Chee Book 2016 Springer Science+Business Media Singapore 2016 Digital Educat

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發(fā)表于 2025-3-21 16:08:59 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Games-To-Teach or Games-To-Learn
副標(biāo)題Unlocking the Power
編輯Yam San Chee
視頻videohttp://file.papertrans.cn/381/380572/380572.mp4
概述Presents a unique theoretical approach to game-based learning oriented to the needs of 21st century education.Provides concrete exemplars and research outcomes relating to three game-based learning cu
叢書名稱Gaming Media and Social Effects
圖書封面Titlebook: Games-To-Teach or Games-To-Learn; Unlocking the Power  Yam San Chee Book 2016 Springer Science+Business Media Singapore 2016 Digital Educat
描述.The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated..Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) anexplication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3)
出版日期Book 2016
關(guān)鍵詞Digital Educational Games; Escape from Centauri 7; Game-based Learning; Games-To-Learn; Games-To-Teach; L
版次1
doihttps://doi.org/10.1007/978-981-287-518-1
isbn_softcover978-981-10-1244-0
isbn_ebook978-981-287-518-1Series ISSN 2197-9685 Series E-ISSN 2197-9693
issn_series 2197-9685
copyrightSpringer Science+Business Media Singapore 2016
The information of publication is updating

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,: Learning Governance by Governing,e formal curriculum in school. Aligned with the performance-theoretic perspective articulated in this book, students learn governance by governing virtual towns in the . game; they do not merely learn . governance. From a pedagogical perspective, students learn by engaging in inquiry, in a manner co
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,: Reifying Electromagnetic Forces Through Simulation,hysics for students at the upper secondary level. Singapore students who take science at this level typically sit for the General Certificate of Education (G.C.E.) “O” level examination administered locally in conjunction with the Cambridge International Examinations Board. We designed and developed
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https://doi.org/10.1007/978-3-322-91907-6ruck by how the idea of using games to support student learning is conflated with that of using games to teach facts, concepts, and other forms of “knowledge in pieces” (diSessa in Constructivism in the computer age pp. 49–70, 1988).
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