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Using Digital Games as Assessment and Instruction Tools (Solutions) - measure student knowledge, problem solving, and inventiveness with digital game based learning
Ryan L. Schaaf
Perfect Paperback. Solution Tree 2015-05-29.
ISBN 9781935542537
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Förlagets beskrivning
Combine hard work and deep fun in classrooms with digital game based learning. Students of the always-on generation gain information through different technology and learn differently than generations before them. Discover how to incorporate digital games in the classroom and use them to craft engaging, academically applicable activities that address content standards and revitalize learning for both teachers and students. Consider the platforms and technology setups in your school to make intelligent gameplay decisions. Analyze digital games to assess them for efficiency, suitability, and difficulty for students.
Benefits
Gain practiced guidance for implementing digital games for the classroom.
Consider research and theory that confirm the power of play in childhood development and learning.
Explore the positive and negative characteristics of different digital gaming platforms for learning.
Review classifications of games, including the prime educational uses for short- and long-form games.
Examine the different types of assessment, how they can factor into digital games, and the roles facilitators and students play with each.
Contents
Introduction: The Gamer in All of Us
Chapter 1: Finding Good Digital Games Where to Look
Chapter 2: Evaluating and Field Testing Digital Games
Chapter 3: Gaming and Instructional Assessment
Appendix: Discussion Questions References and Resources
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Using Digital Games as Assessment and Instruction Tools
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