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dc.contributor.authorKellinger, Janna Jacksonen_US
dc.date.accessioned2017-07-10T03:41:41Z
dc.date.available2017-07-10T03:41:41Z
dc.date.issued2017en_US
dc.identifier.isbn978-3-319-42392-0en_US
dc.identifier.isbn978-3-319-42393-7en_US
dc.identifier.isbn218-219-221-2en_US
dc.identifier.otherHPU5160265en_US
dc.identifier.urihttps://lib.hpu.edu.vn/handle/123456789/26136
dc.description.abstractThis book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.en_US
dc.format.extent354 p.en_US
dc.format.mimetypeapplication/pdfen_US
dc.language.isoenen_US
dc.publisherSpringeren_US
dc.subjectDesigning Curricular Gamesen_US
dc.subjectVideo gamesen_US
dc.subjectVideo game design techniquesen_US
dc.titleA Guide to Designing Curricular Games: How to quot Game quot the Systemen_US
dc.typeBooken_US
dc.size6,078Kben_US
dc.departmentTechnologyen_US


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