Author: D. Shaffer
Publisher: Springer
ISBN: 0230601995
Size: 50.37 MB
Format: PDF, Kindle
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How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
Language: en
Pages: 242
Pages: 242
How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How
Language: en
Pages: 253
Pages: 253
This collection of essays by legal scholars explores the digital revolution that has transformed legal education. It discusses the way digital materials will be created and how they will change concepts of authorship as well as methods of production and distribution. The book also explores the impact of digital materials
Language: en
Pages: 304
Pages: 304
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills
Language: en
Pages: 540
Pages: 540
Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.
Language: en
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Language: en
Pages: 434
Pages: 434
"This book includes the challenges and practical experience of the design of M-Learning environments, covering current developments in M-learning experiences in both academia and industry"--Provided by publisher.
Language: ru
Pages: 184
Pages: 184
Language: en
Pages: 334
Pages: 334
Language: en
Pages:
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