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Titlebook: Learning Games; The Science and Art Scott J. Warren,Greg Jones Book 2017 Springer International Publishing AG, part of Springer Nature 201

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發(fā)表于 2025-3-21 16:47:03 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Learning Games
副標題The Science and Art
編輯Scott J. Warren,Greg Jones
視頻videohttp://file.papertrans.cn/583/582739/582739.mp4
概述Provides examples of effective learning game designs.Systematically reviews implemented design examples for serious learning games.Provides clear, step-by-step directions for game design from three or
叢書名稱Advances in Game-Based Learning
圖書封面Titlebook: Learning Games; The Science and Art  Scott J. Warren,Greg Jones Book 2017 Springer International Publishing AG, part of Springer Nature 201
描述This book provides an overview of the design and development of learning games using examples from those created by the authors over last decade. It provides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors’ lives that give context to why and how they built these products to help the reader understand whether or not building a learning game is right for them and what challenges they might face. It also gives a framework for thinking ethically about design and research when it comes to designing complex digital systems like educational games..?.
出版日期Book 2017
關(guān)鍵詞Design tools for learning games; Educational technology; Ethical learning game design; Learning game de
版次1
doihttps://doi.org/10.1007/978-3-319-46829-7
isbn_softcover978-3-319-83596-9
isbn_ebook978-3-319-46829-7Series ISSN 2567-8086 Series E-ISSN 2567-8485
issn_series 2567-8086
copyrightSpringer International Publishing AG, part of Springer Nature 2017
The information of publication is updating

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Accidental Transmedia Design with ,: Designing an Undergraduate Computer Literacy Course Experiencefound on the Internet in the middle and late 2000s. We outline some of the core tenets of blending game and pedagogy in the context of problem-based learning that can be used to frame future learning game developments.
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: Trying Again Using the Lessons of ,dding better tracking of student activity and a substantially better development interface. We explore how state standards for writing practice were employed, with a goal of building a game that would be better accepted by teachers into classrooms and computer labs and address some of the weaknesses of the . game design.
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Teaching Computer Literacy with Transmedia Designed , Learners with ,rning theory focused on communicative actions to be fostered through the learning activities. We provide an overview of that guiding theory and how it was used to guide learning game design. It also covers challenges faced from a changing student population skill set as they entered the classroom and what that meant for development over time.
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Book 2017rovides lessons learned about processes, successful approaches, and pitfalls that befall developers of learning games and educational transmedia experiences. The book includes stories from the authors’ lives that give context to why and how they built these products to help the reader understand whe
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