Educational games.
Overview
Works: | 65 works in 40 publications in 40 languages |
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Titles
E-learning games :interactive learning strategies for digital delivery /
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(Language materials, printed)
Digital game-based learning :[practical ideas for the application of digital game-based learning] /
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(Language materials, printed)
Show biz trainingfun and effective business training techniques from the worlds of stage, screen, and song /
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(Language materials, printed)
Electric worlds in the classroomteaching and learning with role-based computer games /
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(Language materials, printed)
101 great classroom games :easy ways to get your students playing, laughing, and learning
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(Electronic resources)
Handbook of research on improving learning and motivation through educational gamesmultidisciplinary approaches /
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(Electronic resources)
Learning with digital gamesa practical guide to engaging students in higher education /
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(Electronic resources)
Assessment in game-based learningfoundations, innovations, and perspectives /
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(Electronic resources)
Games-based learning advancements for multi-sensory human computer interfacestechniques and effective practices /
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(Electronic resources)
Gaming for classroom-based learningdigital role playing as a motivator of study /
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(Electronic resources)
Student usability in educational software and gamesimproving experiences /
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(Electronic resources)
Interactive multimedia learningusing social media for peer education in single-player educational games /
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(Electronic resources)
Serious games analyticsmethodologies for performance measurement, assessment, and improvement /
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(Electronic resources)
Games-to-teach or games-to-learnunlocking the power of digital game-based learning through performance /
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(Electronic resources)
Why games are good for businesshow to leverage the power of serious games, gamification and simulations /
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(Electronic resources)
Educational games for soft-skills training in digital environmentsnew perspectives /
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(Electronic resources)
Instructional techniques to facilitate learning and motivation of serious games
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(Electronic resources)
Game-based learning across the lifespancross-generational and age-oriented topics /
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(Electronic resources)
Transforming gaming and computer simulation technologies across industries
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(Electronic resources)
Gaming innovations in higher educationemerging research and opportunities /
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(Electronic resources)
Interdisciplinary design of game-based learning platformsa phenomenological examination of the integrative design of game, learning, and assessment /
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(Electronic resources)
Digital games for minority student engagementemerging research and opportunities /
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(Electronic resources)
Games and ethicstheoretical and empirical approaches to ethical questions in digital game cultures /
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(Electronic resources)
Gamification strategies for retention, motivation, and engagement in higher education :emerging research and opportunities
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(Electronic resources)
Virtual and augmented reality, simulation and serious games for education
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(Electronic resources)
Disciplinary literacy and gamified learning in middle school classroomsquesting through time and space /
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(Electronic resources)
Play and learning in adulthoodreimagining pedagogy and the politics of education /
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(Electronic resources)
Gamification design for educational contextstheoretical and practical contributions /
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(Electronic resources)
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