Cases on digital game-based learning methods, models, and strategies /

"This book analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced, providing strategies, advice and examples on adopting games into teaching"--Provided by publisher.

Bibliographic Details
Main Author: Baek, Youngkyun.
Corporate Author: IGI Global.
Other Authors: Whitton, Nicola.
Format: Electronic
Language:English
Published: Hershey, Pa. : IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA), c2013.
Subjects:
Online Access:View fulltext via EzAccess
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010 # # |z 2012032518 
020 # # |a 9781466628496 (ebook) 
020 # # |z 9781466628489 (hardcover) 
020 # # |z 9781466628502 (print & perpetual access) 
024 7 # |a 10.4018/978-1-4666-2848-9  |2 doi 
035 # # |a (CaBNVSL)gtp00554304 
035 # # |a (OCoLC)824973056 
040 # # |a CaBNVSL  |c CaBNVSL  |d CaBNVSL 
050 # 4 |a LB1029.S53  |b B34 2013e 
082 0 4 |a 371.39/7  |2 23 
100 1 # |a Baek, Youngkyun. 
245 1 0 |a Cases on digital game-based learning  |b methods, models, and strategies /  |c Youngkyun Baek and Nicola Whitton, editors.  |h [electronic resource] : 
260 # # |a Hershey, Pa. :  |b IGI Global (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA),  |c c2013. 
300 # # |a electronic texts (523 p.) :  |b digital files. 
504 # # |a Includes bibliographical references. 
505 0 # |a "Come fly with us": playing with girlhood in the world of Pixie Hollow / Maria Velazquez -- Using MMORPGs in classrooms: stories vs. teachers as sources of motivation / Mete Akcaoglu -- Are Wii having fun yet? / Christina Badman, Matthew DeNote -- Beyond Hidden bodies and lost pigs: student perceptions of foreign language learning with interactive fiction / Joe Pereira -- Civilization IV in 7th grade social studies: motivating and enriching student learning with constructivism, content standards, and 21st century skills / Solomon Senrick -- QRienteering: mobilising the m-learner with affordable learning games for campus inductions / Christopher Horne -- Enhancing nutritional learning outcomes within a simulation and pervasive game-based strategy / Mark McMahon -- "Sell your bargains" or playing a mixed-reality game to spice-up teaching in higher education / Chrissi Nerantzi -- Medicina: methods, models, strategies / Amanda Müller, Gregory Mathews -- Strategies for effective digital games development and implementation / T. Lim ... [et al.] -- Learning and teaching as communicative actions: broken window as a model of transmedia game learning / Scott J. Warren, Anjum Najmi -- Get your head in the game: digital game-based learning with game maker / Brian Herrig -- Elements of game design: developing a meaningful game design curriculum for the classroom / Danielle Herro -- Game-making in a fourth grade art classroom using Gamestar Mechanic / Michelle Aubrecht -- Using game design as a means to make computer science accessible to adolescents / Roxana Hadad -- 3D GameLab: quest-based pre-service teacher education / Chris Haskell -- Preparing pre-service teachers for game-based learning in schools / Soojeong Lee -- Death in Rome: using an online game for inquiry-based learning in a pre-service teacher training course / Shannon Kennedy-Clark, Vilma Galstaun, Kate Anderson -- Games, models, and simulations in the classroom: designing for epistemic activities / Terence C. Ahern, Angela Dowling -- The role of animations and manipulatives in supporting learning and communication in mathematics classrooms / Lida J. Uribe-Flórez, Jesús Trespalacios -- It's all in how you play the game: increasing the impact of gameplay in classrooms / Shani Reid, Helene Jennings, Scot Osterweil -- Challenges of introducting serious games and virtual worlds in educational curriculum / C. Ribeiro ... [et al.] -- Serious games for reflective learning: experiences from the MIRROR Project / L. Pannese ... [et al.] -- Evaluating games in classrooms: a case study with DOGeometry / Günter Wallner, Simone Kriglstein, Johannes Biba -- Learning with the support of a digital game in the introduction to finance class: analysis of the students' perception of the game's ease of use and usefulness / M. Romero, M. Usart -- Racing academy: a case study of a digital game for supporting students learning of physics and engineering / Richard Joiner ... [et al.]. 
506 # # |a Restricted to subscribers or individual electronic text purchasers. 
520 3 # |a "This book analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced, providing strategies, advice and examples on adopting games into teaching"--Provided by publisher. 
530 # # |a Also available in print. 
538 # # |a Mode of access: World Wide Web. 
588 # # |a Description based on title screen (IGI Global, viewed January 17, 2013). 
650 # 0 |a Simulation games in education. 
650 # 0 |a Educational games. 
650 # 0 |a Computer games. 
653 # # |a Challenges of game based learning 
653 # # |a Digital game based learning 
653 # # |a Educational technology innovations 
653 # # |a Games in teaching and learning 
653 # # |a Instructional games 
700 1 # |a Whitton, Nicola. 
710 2 # |a IGI Global. 
776 0 # |c (Original)  |w (DLC)2012032518 
776 0 8 |i Print version:  |w (DLC) 2012032518  |z 9781466628489  |z 1466628480 
856 4 0 |u https://ezaccess.library.uitm.edu.my/login?url=http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-4666-2848-9  |z View fulltext via EzAccess