29,39 €
Using Computers Games across the Curriculum
Using Computers Games across the Curriculum
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Using Computers Games across the Curriculum
Using Computers Games across the Curriculum
El. knyga:
29,39 €
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 mor…
  • Leidėjas:
  • Metai: 2013
  • Puslapiai: 128
  • ISBN: 9781441136190
  • ISBN-10: 1441136193
  • ISBN-13: 9781441136190
  • Formatas: ACSM ?
  • Kalba: Anglų

Using Computers Games across the Curriculum (el. knyga) (skaityta knyga) | knygos.lt

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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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  • Autorius: Karen Anderson
  • Leidėjas:
  • Metai: 2013
  • Puslapiai: 128
  • ISBN: 9781441136190
  • ISBN-10: 1441136193
  • ISBN-13: 9781441136190
  • Formatas: ACSM ?
  • Kalba: Anglų

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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