Educational games.
Overview
Works: | 102 works in 34 publications in 34 languages |
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Titles
The multicultural game book : = more than 70 traditional games from 30 countries /
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(Language materials, printed)
Make-believe : = games and activities for imaginative play : a book for parents, teachers, and the young children in their lives /
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(Language materials, printed)
Handbook of research on improving learning and motivation through educational games = multidisciplinary approaches /
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(Electronic resources)
Serious games analytics = methodologies for performance measurement, assessment, and improvement /
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(Language materials, printed)
Games-to-teach or games-to-learn = unlocking the power of digital game-based learning through performance /
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(Electronic resources)
Gaming innovations in higher education = emerging research and opportunities /
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(Electronic resources)
Interdisciplinary design of game-based learning platforms = a phenomenological examination of the integrative design of game, learning, and assessment /
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(Electronic resources)
The power of play in higher education = creativity in tertiary learning /
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(Electronic resources)
The power of computational thinking : = games, magic and puzzles to help you become a computational thinker /
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(Language materials, printed)
Virtual and augmented reality, simulation and serious games for education
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(Electronic resources)
Elementary vocabulary games = a collection of vocabulary games and activities for elementary students of English /
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(Language materials, printed)
E-learning games : = interactive learning strategies for digital delivery /
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(Language materials, printed)
Group activities to include students with special needs : = developing social interactive skills /
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(Language materials, printed)
Stepping out : = using games and activities to help your child with special needs /
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(Language materials, printed)
Primary games : = experiential learning activities for teaching children K-8 /
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(Language materials, printed)
Grammar games : = cognitive, affective, and drama activities for EFL students /
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(Language materials, printed)
Learning through fun & games : = 40 games and simulations for trainers, facilitators and managers /
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(Language materials, printed)
Thinking games to play with your child = easy ways to develop creative and critical thinking skills /
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(Electronic resources)
Show biz training : = fun and effective business training techniques from the worlds of stage, screen, and song /
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(Language materials, printed)
Electric worlds in the classroom : = teaching and learning with role-based computer games /
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(Language materials, printed)
Stepping out = using games and activities to help your child with special needs /
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(Language materials, printed)
Show biz training = fun and effective business training techniques from the worlds of stage, screen, and song /
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(Language materials, printed)
Games-based learning advancements for multi-sensory human computer interfaces : = techniques and effective practices /
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(Language materials, printed)
Electric worlds in the classroom = teaching and learning with role-based computer games /
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(Language materials, printed)
Games (& other stuff) for teachers : = classroom activities that promote pro-social learning /
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(Language materials, printed)
Best-ever circle time activities : = back to school : 50 instant & irresistible meet-and-greet activities, learning games, and language-building songs and rhymes /
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(Language materials, printed)
Games-based learning advancements for multi-sensory human computer interfaces = techniques and effective practices /
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(Language materials, printed)
Learning with digital games = a practical guide to engaging students in higher education /
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(Electronic resources)
Classroom literacy games : = fun-packed activities for ages 7-13 /
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(Language materials, printed)
Gaming for classroom-based learning = digital role playing as a motivator of study /
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(Electronic resources)
Student usability in educational software and games = improving experiences /
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(Electronic resources)
Semantic acquisition games = harnessing manpower for creating semantics /
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(Electronic resources)
Interactive multimedia learning = using social media for peer education in single-player educational games /
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(Electronic resources)
Why games are good for business = how to leverage the power of serious games, gamification and simulations /
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(Electronic resources)
Children's games : = a teacher's resource book of games for young learners of English /
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(Language materials, printed)
Instructional techniques to facilitate learning and motivation of serious games
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(Electronic resources)
Game-based learning across the lifespan = cross-generational and age-oriented topics /
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(Electronic resources)
Educational games for soft-skills training in digital environments = new perspectives /
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(Electronic resources)
Transforming gaming and computer simulation technologies across industries
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(Electronic resources)
Digital games for minority student engagement = emerging research and opportunities /
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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)
Games and ethics = theoretical and empirical approaches to ethical questions in digital game cultures /
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(Electronic resources)
Disciplinary literacy and gamified learning in middle school classrooms = questing through time and space /
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(Electronic resources)
Play and learning in adulthood = reimagining pedagogy and the politics of education /
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(Electronic resources)
101 great classroom games = easy ways to get your students playing, laughing, and learning /
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(Electronic resources)
Gamification design for educational contexts = theoretical and practical contributions /
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(Electronic resources)
Games (& other stuff) for teachers : = classroom activities that promote pro-social learning /
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(Language materials, printed)
Developments in current game-based learning design and deployment /
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(Language materials, printed)
100 Learning Games for special needs with music, movement, sounds and...silence /
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(Language materials, printed)
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