408 pages , Taylor & Francis , 2012-08-21 Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on ...[Read More]
57 pages , 2018 Despite there being many gamified apps, such as vocabulary trainers, on the market for language learning, there are not many that use communicative and task-based methods for instruction (e.g. adventure games). Well-designed games are intrinsically motivating to play even if they are long and challenging, and as Gee (2007) pointed out, facilitate learning. The Go...[Read More]
248 pages , iUniverse , 2008-09-21 Imagine the giant smile on your face when: You've broken free from the pressures of debt You're out from under all those lousy bills You're saving money like never before You've dramatically changed your financial life for the better The tools are in your hands to bring all of these changes into your life. In Money Games, experienced bu...[Read More]
Cambridge University Press , 2012-06-11 This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field...[Read More]
252 pages , Multilingual Matters , 1997 This text looks at how computers are being used in primary classrooms and how they could be used better. Its three sections focus upon: how do we investigate learning through talk around computers? What affects the quality of group work around computers? What can teachers do to improve this?
262 pages , Routledge , 2016-05-26 This essential guide promotes learning through activity-centred adventure experiences, providing skill development, social education and personal development for practitioners, teachers, support staff and youth groups. This book offers advice and practical guidance on planning, setting up and running adventure education sessions with ch...[Read More]
122 pages , Anchor Academic Publishing (aap_verlag) , 2014-02-01 Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 \% of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to en...[Read More]
208 pages , Libraries Unlimited , 2001 Provides headings for topics, literary and organizational forms, and names of individuals, corporate bodies, places, works, and so on, that might be needed to catalog a general collection used at least in part by children and readers or viewers interested in popular topics.