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Learning and Education Games: Volume Two: Bringing Games into Educational Contexts (Paperback): Karen Schrier Shaenfeld Learning and Education Games: Volume Two: Bringing Games into Educational Contexts (Paperback)
Karen Schrier Shaenfeld
R692 Discovery Miles 6 920 Ships in 10 - 15 working days

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

Learning, Education and Games: Volume One: Curricular and Design Considerations (Paperback): et al, Karen Schrier Shaenfeld Learning, Education and Games: Volume One: Curricular and Design Considerations (Paperback)
et al, Karen Schrier Shaenfeld
R698 Discovery Miles 6 980 Ships in 10 - 15 working days

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 the latest research and techniques for designing games for a variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligning goals, designing for an audience, playtesting, and assessment. 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 series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

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