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Using Computers Games across the Curriculum: Using Computer Games Across the Curriculum

Using Computers Games across the Curriculum: Using Computer Games Across the Curriculum

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  • ISBN-13: 9781441108296
  • Publisher: Bloomsbury Academic
  • Release Date: Jan 17, 2013
  • Edition: 1
  • Pages: 112 pages
  • Dimensions: 0.27 x 9.59 x 6.75 inches

Overview

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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