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Using Computers Games across the Curriculum
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Description
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.
Table of Contents
Product details
Published | Nov 22 2012 |
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Format | Ebook (PDF) |
Edition | 1st |
Extent | 128 |
ISBN | 9781441134738 |
Imprint | Bloomsbury Education |
Illustrations | 10 |
Publisher | Bloomsbury Publishing |