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"Organized according to the ADDIE model, contributors describe innovative strategies for incorporating social media into education as well as issues to be taken into consideration during analysis, design, development, implementation, and evaluation."--Provided by publisher.
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The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.
This historical study offers “a new understanding of the human cost of the [Republic of Texas’s] vainglorious attempt to attack Mexico” (Western Historical Quarterly). The Somervell and Mier Expeditions of 1842, culminating in the famous "black bean episode" in which Texas prisoners drew white or black beans to determine who would be executed by their Mexican captors, still capture the public imagination in Texas. But were the Texans really martyrs in a glorious cause, or undisciplined soldiers defying their own government? How did the Mier Expedition affect the border disputes between the Texas Republic and Mexico? What role did Texas President Sam Houston play? In Soldiers of Misfortune, Sam W. Haynes addresses this and other important historical questions. Expertly researched yet accessible and engaging, Haynes’s narrative includes many dramatic excerpts from the diaries and letters of expedition participants./DIV
"This book focuses on an in-depth assessment on strategies and instructional design practices appropriate for the flipped classroom model, highlighting the benefits, shortcoming, perceptions, and academic results of the flipped classroom model"--Provided by publisher.
Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Contains research and current trends used in digital simulations of teaching, surveying the uses of games and simulations in teacher education.
This book contains a comprehensive list of North American Indian Mounds.