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      Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources

      1 in stock

      Firm sale: non returnable item
      SKU 9781032062662 Categories ,
      Select Guide Rating
      When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. This book examines the learning value of a wide variety of games across multiple disciplines.

      All games are poten...

      £52.99

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      Description

      Product ID:9781032062662
      Product Form:Paperback / softback
      Country of Manufacture:GB
      Title:Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning
      Subtitle:Strategies & Resources
      Authors:Author: David Seelow
      Page Count:350
      Subjects:Study and learning skills: general, Study & learning skills: general, Digital animation, Games development and programming, Digital animation, Games development & programming
      Description:Select Guide Rating
      When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. This book examines the learning value of a wide variety of games across multiple disciplines.

      All games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines.

      Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices.

      In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.


      Imprint Name:CRC Press
      Publisher Name:Taylor & Francis Ltd
      Country of Publication:GB
      Publishing Date:2022-12-21

      Additional information

      Weight540 g
      Dimensions151 × 228 × 27 mm