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Learning, Education and Games
Learning, Education and Games
45,44
50,49 €
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This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning.This book provides thelatest research and techniques for designing games fora variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, andcritical thinking. The book also delves into specific design issues, such asaligning goals, designing for an audience, playtesting, andassessment. Ea…
50.49
  • Publisher:
  • Year: 2014
  • Pages: 294
  • ISBN-10: 1312542853
  • ISBN-13: 9781312542853
  • Format: 18.9 x 24.6 x 1.6 cm, minkšti viršeliai
  • Language: English
  • SAVE -10% with code: EXTRA

Learning, Education and Games (e-book) (used book) | et al | bookbook.eu

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This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning.This book provides thelatest research and techniques for designing games fora variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, andcritical thinking. The book also delves into specific design issues, such asaligning goals, designing for an audience, playtesting, andassessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources.This book is the first in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)

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  • Author: et al
  • Publisher:
  • Year: 2014
  • Pages: 294
  • ISBN-10: 1312542853
  • ISBN-13: 9781312542853
  • Format: 18.9 x 24.6 x 1.6 cm, minkšti viršeliai
  • Language: English English

This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning.This book provides thelatest research and techniques for designing games fora variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, andcritical thinking. The book also delves into specific design issues, such asaligning goals, designing for an audience, playtesting, andassessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources.This book is the first in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)

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