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Digital game-based learning
~
Prensky, Marc.
Digital game-based learning
紀錄類型:
書目-電子資源 : 單行本
正題名/作者:
Digital game-based learning/ Marc Prensky.
作者:
Prensky, Marc.
出版者:
New York :McGraw-Hill,�001.
面頁冊數:
1 online resource (xv, 442 pages) :illustrations
標題:
Computer-assisted instruction. -
標題:
USA. -
電子資源:
Click here for online access to this book (查閱全文) (EBSCO eBook)
ISBN:
0071420460 (electronic bk.)
ISBN:
9780071420464 (electronic bk.)
ISBN:
1280300817
ISBN:
9781280300813
Digital game-based learning
Prensky, Marc.
Digital game-based learning
[electronic resource] /Marc Prensky. - New York :McGraw-Hill,�001. - 1 online resource (xv, 442 pages) :illustrations
Includes bibliographical references (pages 428-429) and index.
The Digital Game-Based Learning Revolution --
Use copy
A mixture of fast-paced video games and serious business content, game-based learning is being used to create more engaging training programs. Using case studies, this guide explains what digital game-based learning is, where it can be used and how to implement it.
Electronic reproduction.
[S.l.] :
HathiTrust Digital Library,
2010.
Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
http://purl.oclc.org/DLF/benchrepro0212
ISBN: 0071420460 (electronic bk.)
OverDrive, Inc.http://www.overdrive.comSubjects--Topical Terms:
150145
Computer-assisted instruction.
Subjects--Geographical Terms:
1000061902
USA.
Index Terms--Genre/Form:
172687
Electronic books.
LC Class. No.: LB1028.5 / .P695 2001eb
Dewey Class. No.: 371.39/7
Digital game-based learning
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The Digital Game-Based Learning Revolution --
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Fun at Last! --
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The Opportunities in the Digital Game-Based Learning Revolution --
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Primary Learning--Not Just for Review --
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The Monkey Wrench Conspiracy: How to Get 3 Million Engineers to Learn (and Like It) --
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In Sider: How to Be Sure the People Who Audit the Books Get it Right (and Like It!) --
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The Promise of Digital Game-Based Learning --
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The Key Messages --
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The Games Generations: How Learners Have Changed --
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How Learners Have Changed --
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But Do they Really Think Differently? --
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Digital Media: A Second Language --
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Different from TV: Manipulating versus Watching --
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So What About Attention Spans? --
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Reflection: The Disappearing Skill? --
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10 Ways the Games Generation Is Different --
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Why Education and Training Have Not Changed --
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Content-Centered versus Learner-Centered Approaches --
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AFTRB --
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Tell-Test --
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The Linear/Logical Approach --
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A Brief History of Learning and Technology --
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The Great "How Do People Learn?" Debate --
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Instructional Design--Helping Or Hurting? --
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The Role of Practice --
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So Why Is Change So Difficult? --
$t
Digital Game-Based Learning: New Hope for Learner-Centered Training and Education --
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Learner-Centered Education --
$t
Learning Technologies--A Double-Edged Sword --
$t
Enormous Potential --
$t
Toward a Learner-Centered Environment: What If the Training and Education World Were Like the Games World? --
$t
Motivating Today's Learners --
$t
Potential Learning Motivators --
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How Games Teach and why They Work --
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Fun, Play and Games: What Makes Games Engaging? --
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Fun--The Great Motivator.
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