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121101s2011 cau o 00 0 eng d |
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|a 9788771242591
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|z 9788779347052
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|a (OCoLC)904205880
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|a MdBmJHUP
|c MdBmJHUP
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100 |
1 |
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|a Egenfeldt-Nielsen, Simon.
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245 |
1 |
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|a Serious Games in Education :
|b A Global Perspective
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264 |
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1 |
|a Santa Barbara :
|b Aarhus University Press,
|c 2011.
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264 |
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3 |
|a Baltimore, Md. :
|b Project MUSE,
|c 2023
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264 |
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|c ©2011.
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300 |
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|a 1 online resource (203 pages).
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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505 |
0 |
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|g 1.
|t State of the art --
|t Game-Based learning: a review of the state of the art /
|r Patrick Felicia, Simon Egenfeld-Nielsen --
|g 2.
|t Methods --
|t Design-based action research /
|r Rikke Magnussen & Birgitte Holm Sorensen --
|t Making connections -- global and local issues in researching the policy of serious games in education /
|r Bente Meyer, Birgitte Holm Sorensen, Thorkild Hanghoj & Lars Birch Andreasen --
|t Multi-sited analysis of game-based learning /
|r Bente Meyer --
|g 3.
|t Educational design --
|t Educational design for serious games /
|r Birgitte Holm Sorensen --
|g 4.
|t Teachers and serious games --
|t Teacher Roles and Positionings in Relation to Educational Games /
|r Thorkild Hanghoj & Christian Engel Brund --
|t Educational Design for Learning Games with a focus on the teacher's roles /
|r Birgitte Holm Sorensen & Bente Meyer --
|g 5.
|t Game and play --
|t Learning Games and the Disruptive Effects of Play /
|r Carsten Jessen --
|t A Game Magically Circling /
|r Stine Ejsing-Duun --
|g 6.
|t Game-based learning's struggle for adaptation --
|t International survey on the experiences and perceptions of teachers /
|r Simon Egenfeldt-Nielsen.
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520 |
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|a In the global culture of education, game-based learning needs to be an integrated part of formal education, and not just an 'exotic spice' for many educators, as it is today. The critical role of the educator as a facilitator, gatekeeper and enabler of serious games is often downplayed. Therefore a comparison across regions is needed so that we do not limit the potential of transferring best practice, research results and the development of games across borders. This book deals with three key questions: How are serious games understood and designed? How do they establish themselves in learning a.
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588 |
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|a Description based on print version record.
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650 |
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7 |
|a Lernspiel
|2 gnd
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650 |
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7 |
|a Educational games.
|2 fast
|0 (OCoLC)fst00903467
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650 |
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7 |
|a Computer games.
|2 fast
|0 (OCoLC)fst00872108
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650 |
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7 |
|a Computer-assisted instruction.
|2 fast
|0 (OCoLC)fst00872725
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650 |
|
7 |
|a EDUCATION
|x Teaching Methods & Materials
|x General.
|2 bisacsh
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650 |
|
7 |
|a EDUCATION
|x Experimental Methods.
|2 bisacsh
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650 |
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6 |
|a Enseignement assiste par ordinateur.
|
650 |
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0 |
|a Computer games.
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650 |
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0 |
|a Educational games.
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650 |
|
0 |
|a Computer-assisted instruction.
|
655 |
|
7 |
|a Electronic books.
|2 local
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700 |
1 |
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|a Sorensen, Birgitte Holm.
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700 |
1 |
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|a Meyer, Bente.
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710 |
2 |
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|a Project Muse.
|e distributor
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830 |
|
0 |
|a Book collections on Project MUSE.
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856 |
4 |
0 |
|z Texto completo
|u https://projectmuse.uam.elogim.com/book/110555/
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945 |
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|a Project MUSE - Custom Collection
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945 |
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|a Project MUSE - 2023 Annual Backfile - Unpurchased
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