Includes bibliographical references (pages 229-237) and index.
CONTENTS NOTE
Text of Note
Education innovation through time -- Educational? games? -- The aftermath of Math blaster -- Great moments in mobile and handheld games -- What does an award winning video game look like? -- Participatory simulations : technology adapting to the classroom -- The importance of reality -- Location matters : the role of place -- Authentic outcomes -- Designing for collaboration : roles and game mechanics -- Learning to write without a stylus -- Anytime, anywhere : Palmagotchi.
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SUMMARY OR ABSTRACT
Text of Note
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.
ACQUISITION INFORMATION NOTE
Source for Acquisition/Subscription Address
MIL
Source for Acquisition/Subscription Address
MIT Press
Source for Acquisition/Subscription Address
MIT Press
Stock Number
209955
Stock Number
7538
Stock Number
9780262277297
OTHER EDITION IN ANOTHER MEDIUM
Title
Augmented learning.
International Standard Book Number
9780262113151
TOPICAL NAME USED AS SUBJECT
Educational games-- Data processing.
Educational games-- Design and construction.
Mobile computing.
Pocket computers-- Programming.
Simulation games in education-- Design and construction.
Computerspiel
Datorer i undervisningen.
Datorspel.
EDUCATION-- Computers & Technology.
Educational games-- Data processing.
Educational games-- Design and construction.
E-Learning
Mobile computing.
Pocket computers-- Programming.
Simulation games in education-- Design and construction.