Gamify your classroom : a field guide to game-based learning / Matthew Farber.
Series: New Literacies and Digital Epistemologies ; volume 77Publication details: New Yor : Peter Lang , 2017Edition: Revised EditionDescription: xxi, 346 pages ; 23 cmISBN:- 9781433135026 (Paperback : alk. paper)
- 371.33/7 23
- LB1029.G3 F37 2017
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URBE Library General Stacks | Non-fiction | LB1029.G3 F37 2017 C.1 (Browse shelf(Opens below)) | 1 | Available | 0679 | |
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URBE Library General Stacks | Non-fiction | LB1029.G3 F37 2017 C.2 (Browse shelf(Opens below)) | 2 | Available | 0680 |
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| LB1029.G3 F37 2014 Copy1 Gamify your classroom : a field guide to game-based learning / | LB1029.G3 F37 2014 Copy2 Gamify your classroom : a field guide to game-based learning / | LB1029.G3 F37 2017 C.1 Gamify your classroom : a field guide to game-based learning / | LB1029.G3 F37 2017 C.2 Gamify your classroom : a field guide to game-based learning / | LB1029.S53 V54 2012 Copy 1 Los videojuegos y los juegos digitales como materiales educativos / | LB1029.S53 V54 2012 Copy 2 Los videojuegos y los juegos digitales como materiales educativos / | LB1044.87 .J33 2016 Copy 1 Digital didactical designs : |
Previous edition: 2014.
Includes bibliographical references and index.
Chapter 1: Games for Learning.-- Chapter 2: What are Games?.-- Chapter 3: Player Types and Motivation.-- Chapter 4: Balanced Design Digital Games.-- Chapter 5: Platforms with Learning Games.-- Chapter 6: Play and Learning.-- Chapter 7: Puzzles, Games, and Digital Toys.-- Chapter 8: Teaching with Minecraft.-- Chapter 9: Game Labs.-- Chapter 10: Multiplayer Learning.-- Chapter 11: Gamification.-- Chapter 12: The Teacher as Designer.-- Chapter 13: The Student as Designer.-- Chapter 14: Making Digital Games.-- Chapter 15: Geeking Out and Earning Badges.-- Chapter 16: Games to Change the World.
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