Using Computers Games across the Curriculum

Nonfiction, Reference & Language, Education & Teaching, Secondary Education, Educational Theory, Adult & Continuing Education, Teaching, Computers & Technology
Cover of the book Using Computers Games across the Curriculum by Karen Anderson, Bloomsbury Publishing
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Author: Karen Anderson ISBN: 9781441136190
Publisher: Bloomsbury Publishing Publication: May 30, 2013
Imprint: Bloomsbury Education Language: English
Author: Karen Anderson
ISBN: 9781441136190
Publisher: Bloomsbury Publishing
Publication: May 30, 2013
Imprint: Bloomsbury Education
Language: English

Everyone learns best when they are enjoying an activity - even adults prefer to learn through play! This book gives a wide range of ideas and practical activities to use computer games as learning tools with students aged 11+.

You don't need to be a computer whiz to use this book. From the practical aspects of purchasing and setting up equipment to integrating them into a lesson plan - and even using them without playing them - this book will add a new aspect to your subject to make it even more engaging and fascinating to your students. There are sections on:

- Integrating games into lessons
- Activities for using freely and commonly-available computer games and consoles
- Making your own games, and helping students to design computer games themselves
- Using games to differentiate for students of varying abilities and learning styles

By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a result, produce lifelong learners.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Everyone learns best when they are enjoying an activity - even adults prefer to learn through play! This book gives a wide range of ideas and practical activities to use computer games as learning tools with students aged 11+.

You don't need to be a computer whiz to use this book. From the practical aspects of purchasing and setting up equipment to integrating them into a lesson plan - and even using them without playing them - this book will add a new aspect to your subject to make it even more engaging and fascinating to your students. There are sections on:

- Integrating games into lessons
- Activities for using freely and commonly-available computer games and consoles
- Making your own games, and helping students to design computer games themselves
- Using games to differentiate for students of varying abilities and learning styles

By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a result, produce lifelong learners.

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