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A guide to designing curricular game...
~
Kellinger, Janna Jackson.
A guide to designing curricular gameshow to "game" the system /
Record Type:
Electronic resources : Monograph/item
Title/Author:
A guide to designing curricular gamesby Janna Jackson Kellinger.
Reminder of title:
how to "game" the system /
Author:
Kellinger, Janna Jackson.
Published:
Cham :Springer International Publishing :2017.
Description:
xi, 349 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Video gamesDesign.
Online resource:
http://dx.doi.org/10.1007/978-3-319-42393-7
ISBN:
9783319423937$q(electronic bk.)
A guide to designing curricular gameshow to "game" the system /
Kellinger, Janna Jackson.
A guide to designing curricular games
how to "game" the system /[electronic resource] :by Janna Jackson Kellinger. - Cham :Springer International Publishing :2017. - xi, 349 p. :ill., digital ;24 cm. - Advances in game-based learning. - Advances in game-based learning..
Upping your Game: Transforming Teaching -- The Name Game: Developing a Theme -- The Game Behind the Game: Uncovering Systems -- Game Face: Telling the Story -- The Game Plan: Designing the Game -- Fair Game: Developing Quests -- Game Play: Rendering the Game -- Game on!: Teaching the Game -- Endgame: Scaling Up.
This book walks readers through the process of turning a class into a curricular game. This way teachers can co-opt the pedagogical techniques of video games such as immersion, just-in-time feedback, and leveling up instead of competing with them. This manual provides a step-by-step process that guides teachers through designing their own curricular game at their level of technological expertise by showing readers how to do so without any technology or by repurposing tech tools familiar to most readers, thus allowing all readers to get their game on!
ISBN: 9783319423937$q(electronic bk.)
Standard No.: 10.1007/978-3-319-42393-7doiSubjects--Topical Terms:
250160
Video games
--Design.
LC Class. No.: GV1469.3
Dewey Class. No.: 794.81536
A guide to designing curricular gameshow to "game" the system /
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This book walks readers through the process of turning a class into a curricular game. This way teachers can co-opt the pedagogical techniques of video games such as immersion, just-in-time feedback, and leveling up instead of competing with them. This manual provides a step-by-step process that guides teachers through designing their own curricular game at their level of technological expertise by showing readers how to do so without any technology or by repurposing tech tools familiar to most readers, thus allowing all readers to get their game on!
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Education (Springer-41171)
based on 0 review(s)
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電子館藏
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電子館藏
1圖書
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EB GV1469.3 K29 2017
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1 records • Pages 1 •
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http://dx.doi.org/10.1007/978-3-319-42393-7
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