Digital Game-Based Learning
Marc Prensky
- 出版商: McGraw-Hill Education
- 出版日期: 2000-12-12
- 售價: $1,070
- 貴賓價: 9.5 折 $1,017
- 語言: 英文
- 頁數: 442
- 裝訂: Hardcover
- ISBN: 0071363440
- ISBN-13: 9780071363440
-
相關分類:
遊戲開發設計、商業管理類
下單後立即進貨 (約5~7天)
買這商品的人也買了...
-
$780$702 -
$350$277 -
$920$727 -
$880$695 -
$560$476 -
$450$351 -
$450$356 -
$120$95 -
$780$741 -
$750$638 -
$650$514 -
$760$600 -
$580$493 -
$590$466 -
$280$221 -
$620$490 -
$780$616 -
$690$538 -
$520$411 -
$420$332 -
$720$562 -
$620$490 -
$720$569 -
$620$490 -
$750$638
相關主題
商品描述
Digital Game-Based Learning expands on his technique by explaining what
digital game-based learning is, why it is different and better, why it’s not
just another fad, where it can be used, and how to implement it. Brimming with
case studies based on on-site visits to companies who have already successfully
utilized this revolutionary training methodology, readers will discover new ways
to better motivate and educate.
A Web site — www.twitchspeed.com — linked to the guide will bring
together the various people and companies involved in the game-based learning
field and become a forum for the exchange of ideas.
Contents
Part One: Introduction /
Background.
1. The Digital Game-Based Learning
Revolution.
2. The Games Generations: How Learners Have
Changed.
3. Why Education and Training Have Not
Changed.
4. Digital Game-Based Learning: New Hope for
Learner-Centered Training and Education.
Part Two: How Games
Teach and Why They Work.
5. Fun, Play and Games: What
Makes Games Engaging?.
6. Digital Game-Based Learning:
Why and How It Works.
7. Digital Game-Based Learning for
Kids and Students: Edutainment.
8. Digital Game-Based
Learning for Adults.
Part Three: What Leading Organizations
are Doing.
9. Digital Game-Based Learning in Business:
41 Examples and Case Studies, from the Incredibly Simple to the Amazingly
Complex.
10. True Believers: Digital Game-Based Learning
in the Military.
Part Four:
Implementation.
11. Bringing Digital Game-Based Learning
into Your Organization.
12. The Roles of Teachers and
Trainers in Digital Game-Based Learning: Digital Game-Based
Instruction.
13. Convincing Management and Getting the
Bucks: Making the Business Case for Digital Game-Based
Learning.
14. Evaluating Effectiveness: Does It
Work?.
15. So You Have an Idea...
16. The Future: Where Do We Go from Here?.