000 | 02992nam a22004695i 4500 | ||
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001 | 978-0-387-09775-6 | ||
003 | DE-He213 | ||
005 | 20160615111915.0 | ||
007 | cr nn 008mamaa | ||
008 | 130911s2009 xxu| s |||| 0|eng d | ||
020 |
_a9780387097756 _9978-0-387-09775-6 |
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024 | 7 |
_a10.1007/978-0-387-09775-6 _2doi |
|
049 | _aAlfaisal Main Library | ||
050 | 4 | _aLC8-6691 | |
072 | 7 |
_aYQT _2bicssc |
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072 | 7 |
_aEDU039000 _2bisacsh |
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082 | 0 | 4 |
_a371.33 _223 |
245 | 1 | 0 |
_aGames: Purpose and Potential in Education _h[electronic resource] / _cedited by Christopher Thomas Miller. |
264 | 1 |
_aBoston, MA : _bSpringer US : _bImprint: Springer, _c2009. |
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300 |
_aXVII, 259 p. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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505 | 0 | _aRediscovering the Roots of Games in Education -- What Makes Games Compelling? -- Identity and Gaming -- Fair Game: Designing Games to Bridge the Gender Gap -- Games as a Learning Motivator -- Video Game Pedagogy -- Integrating Instructional Design with Game Development to Optimize Game-Based Learning -- Predicting the Future from Multiple Perspectives: Current Problems and Future Potential for Educational Games. | |
520 | _aThe field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field. | ||
650 | 0 | _aEducation. | |
650 | 0 |
_aEducation _xData processing. |
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650 | 0 | _aEducational technology. | |
650 | 1 | 4 | _aEducation. |
650 | 2 | 4 | _aEducational Technology. |
650 | 2 | 4 | _aComputers and Education. |
655 | 7 |
_aElectronic books. _2local |
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700 | 1 |
_aMiller, Christopher Thomas. _eeditor. |
|
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer eBooks | |
776 | 0 | 8 |
_iPrinted edition: _z9780387097749 |
856 | 4 | 0 | _uhttp://ezproxy.alfaisal.edu/login?url=http://dx.doi.org/10.1007/978-0-387-09775-6 |
912 | _aZDB-2-SHU | ||
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_2lcc _cEBOOKS |
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