How computer games help children learn / David Williamson Shaffer ; foreword by James Paul Gee
Tipo de material: TextoDetalles de publicación: Basingstoke : Palgrave Macmillan, 2006 Descripción: XII, 242 p. : il. ; 23 cmISBN: 1-4039-7505-1Tema(s): Juegos de ordenador | Videojuegos -- Aspectos educativos | Educación de niñosResumen: In this groundbreaking look at the future of education, game scientist David Williamson Shaffer offers a new and powerful way of looking at school, technology, and even thinking itself: a new model of education for a high-tech, digital world of global competition. "How Computer Games Help Children Learn" looks at how particular video and computer games can help teach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they need to succeed in a changing world. This book includes a strong Foreword by Gee, who wrote "What Video Games Have to Teach Us About Learning and Literacy" (Palgrave, 2004). His was the first book to argue that games are actually great learning tools for kids and has become a classic on the subject of video games and education.Tipo de ítem | Biblioteca de origen | Signatura | URL | Estado | Fecha de vencimiento | Código de barras | Reserva de ítems |
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Monografías | 02. BIBLIOTECA CAMPUS PUERTO REAL | 794:681.3/SHA/how (Navegar estantería(Abre debajo)) | Texto completo | Disponible Ubicación en estantería | Bibliomaps® | 3744814133 |
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Bibliografía: p. [215]-233
In this groundbreaking look at the future of education, game scientist David Williamson Shaffer offers a new and powerful way of looking at school, technology, and even thinking itself: a new model of education for a high-tech, digital world of global competition. "How Computer Games Help Children Learn" looks at how particular video and computer games can help teach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they need to succeed in a changing world. This book includes a strong Foreword by Gee, who wrote "What Video Games Have to Teach Us About Learning and Literacy" (Palgrave, 2004). His was the first book to argue that games are actually great learning tools for kids and has become a classic on the subject of video games and education.
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