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look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game;
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go-to guide to using digital tools and resources in the humanities classroom. In response to the rapidly changing nature of the field, this;
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How digital games can inform, enhance and transform L2 pedagogy The potential of digital games in the second and foreign (L2;
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Digital Play is a pioneering book on the use of computer games in language teaching, in which the authors share their expertise;
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This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage;
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This edited volume explores how digital games have the potential to engage learners both within and outside the classroom and to encourage;
Vergelijkbare producten zoals Digital Games in Language Learning and Teaching
Vergelijkbare producten zoals Using video games in the classroom. Challenges and Solutions
digital game, are now interchangeable. Digital Games: Computers at Play explains the history of digital games, explores how the games have;
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Students' Book in digital format with links to audio, video, games and the Teacher's Online Resource Materials.;
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Students' Book in digital format with links to audio, video, games and the Teacher's Online Resource Materials.;
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Students' Book in digital format with links to audio, video, games and the Teacher's Online Resource Materials.;
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Make learning fun at any age, for any topic, in any setting The Teaching Games Set provides teachers, tutors, trainers, and facilitators;
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of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a;
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of digital games that have an educational purpose, so called serious games, for global education when used in EFL scenarios. The results show a clear;
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effective and principled decisions about choosing and using learning technologies in their own language classes. The book provides an accessible;
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Games and simulations are an effective way of supporting the curriculum. This handbook demonstrates how to develop and use games and;
Vergelijkbare producten zoals Using Games and Simulations in the Classroom: A Practical Guide for Teachers
and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a;
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and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a;
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The way students learn changes when they have access to digital tools. The Digital Classroom demonstrates that using technology to enhance;
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Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement;
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Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement;
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with English Language Learners using social media and other digital writing tools. The book also looks at creating a culture that fosters the;
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of important contemporary topics is also including: Digital literacy and new modes of learning Digital participation and overcoming the 'digital;
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excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the;
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The Digital Classroom demonstrates that using technology to enhance students' learning is not dependent on a specific learning;
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Using games as an instructional strategy in your classroom will make mathematics more inviting and enjoyable to students. Funtastic Math;
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