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|a 371.33
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|a UAMI
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100 |
1 |
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|a Schaaf, Ryan L.,
|e author.
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245 |
1 |
0 |
|a Making school a game worth playing :
|b digital games in the classroom /
|c Ryan Schaaf, Nicky Mohan.
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264 |
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1 |
|a Thousand Oaks, California :
|b Corwin,
|c [2014]
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264 |
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4 |
|c ©2014
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300 |
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|a 1 online resource
|
336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
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|a Online resource; title from PDF title page (EBSCO, viewed August 5, 2015).
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504 |
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|a Includes bibliographical references and index.
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505 |
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|a Digital games as learning tools? Game on! -- It's all about the game and how you play it -- The need for the 21st century fluencies -- Gaming's influence on developing 21st century fluencies -- Finding and evaluating digital games for the classroom -- Digital games and instruction -- Designing and creating games: a liberal arts experience -- The gamification of learning: gaming without the game -- The future of gaming and its impact on education.
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|a Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom.
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546 |
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|a Text in English.
|
590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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590 |
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
|
0 |
|a Computer-assisted instruction.
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650 |
|
0 |
|a Video games
|x Study and teaching.
|
650 |
|
0 |
|a Educational technology.
|
650 |
|
0 |
|a Education
|x Effect of technological innovations on.
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650 |
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2 |
|a Computer-Assisted Instruction
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650 |
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2 |
|a Educational Technology
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650 |
|
6 |
|a Enseignement assisté par ordinateur.
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650 |
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6 |
|a Jeux vidéo
|x Étude et enseignement.
|
650 |
|
6 |
|a Jeux sur Internet
|x Étude et enseignement.
|
650 |
|
6 |
|a Technologie éducative.
|
650 |
|
6 |
|a Éducation
|x Effets des innovations sur.
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650 |
|
7 |
|a EDUCATION
|x Administration
|x General.
|2 bisacsh
|
650 |
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|a EDUCATION
|x Organizations & Institutions.
|2 bisacsh
|
650 |
|
7 |
|a Computer-assisted instruction
|2 fast
|
650 |
|
7 |
|a Education
|x Effect of technological innovations on
|2 fast
|
650 |
|
7 |
|a Educational technology
|2 fast
|
700 |
1 |
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|a Mohan, Nicky,
|e author.
|
758 |
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|i has work:
|a Making school a game worth playing (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFHXwRFPBC4TYk3kWR7m3P
|4 https://id.oclc.org/worldcat/ontology/hasWork
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|i Print version:
|a Schaaf, Ryan.
|t Making school a game worth playing
|z 9781483359601
|w (DLC) 2014020706
|w (OCoLC)876679649
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