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How computer games help children learn.
Authors: ---
ISBN: 9781403975058 1403975051 9780230602526 0230602525 9786611361495 1281361496 0230601995 Year: 2006 Publisher: New York Palgrave Macmillan

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Abstract

How can we make sure that our kids are learning to be creative thinkers in a world of global competition--and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach kids to build successful futures--but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.

Keywords

Virtual reality in education. --- Onderwijstechnologie. --- Career education --- Computer games --- Learning, Psychology of --- Virtual reality in education --- Vocational guidance --- 454.51 --- 371.694 --- 096 Informatica --- 700 Pedagogie --- 371.694 Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs. --- Business, Choice of --- Career choice --- Career counseling --- Career patterns --- Career planning --- Careers --- Choice of profession --- Guidance, Student --- Guidance, Vocational --- Occupation, Choice of --- Occupational choice --- Profession, Choice of --- Student guidance --- Vocation, Choice of --- Vocational opportunities --- Counseling --- Educational counseling --- Occupations --- Professions --- Learning --- Psychology of learning --- Educational psychology --- Comprehension --- Learning ability --- Application software --- Electronic games --- Education --- Computer-assisted instruction --- Audiovisuele leermiddelen --- Geprogrammeerde instructie. CAI. Leermachines. Computerbegeleid onderwijs --- Psychological aspects --- Computer games. --- Learning, Psychology of. --- Pedagogiek en onderwijskunde --- Computer-assisted instruction. --- Education. --- Consciousness. --- Computer science. --- Educational Technology. --- Education, general. --- Personality and Social Psychology. --- Educational Policy and Politics. --- Teaching and Teacher Education. --- Computers and Society. --- Internet games --- Television games --- Videogames --- Games --- #SBIB:309H17 --- #SBIB:309H103 --- Computer- en videogames --- Mediatechnologie / ICT / digitale media: sociale en culturele aspecten

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