000 02335nam a22003975i 4500
001 978-94-6091-460-7
003 DE-He213
005 20140220083836.0
007 cr nn 008mamaa
008 111112s2011 ne | s |||| 0|eng d
020 _a9789460914607
_9978-94-6091-460-7
024 7 _a10.1007/978-94-6091-460-7
_2doi
050 4 _aLC8-6691
072 7 _aYQT
_2bicssc
072 7 _aEDU039000
_2bisacsh
082 0 4 _a371.33
_223
100 1 _aKhine, Myint Swe.
_eeditor.
245 1 0 _aPlayful Teaching, Learning Games
_h[electronic resource] :
_bNew Tool for Digital Classrooms /
_cedited by Myint Swe Khine.
264 1 _aRotterdam :
_bSensePublishers,
_c2011.
300 _aIX, 133p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aContemporary Approaches to Research in Learning Innovations ;
_v5
520 _aEducators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.
650 0 _aEducation.
650 1 4 _aEducation.
650 2 4 _aEducational Technology.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
830 0 _aContemporary Approaches to Research in Learning Innovations ;
_v5
856 4 0 _uhttp://dx.doi.org/10.1007/978-94-6091-460-7
912 _aZDB-2-SHU
999 _c109643
_d109643