Description |
1 online resource (xvii, 251 pages) : illustrations |
Physical Medium |
polychrome |
Description |
text file |
Bibliography |
Includes bibliographical references (pages 229-237) and index. |
Contents |
Education innovation through time -- Educational? games? -- The aftermath of Math blaster -- Great moments in mobile and handheld games -- What does an award winning video game look like? -- Participatory simulations : technology adapting to the classroom -- The importance of reality -- Location matters : the role of place -- Authentic outcomes -- Designing for collaboration : roles and game mechanics -- Learning to write without a stylus -- Anytime, anywhere : Palmagotchi. |
Summary |
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education. |
Local Note |
eBooks on EBSCOhost EBSCO eBook Subscription Academic Collection - North America |
Subject |
Educational games -- Data processing.
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Educational games -- Data processing. |
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Educational games. |
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Educational games -- Design and construction.
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Educational games -- Design and construction. |
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Simulation games in education -- Design and construction.
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Simulation games in education -- Design and construction. |
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Simulation games in education. |
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Mobile computing.
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Mobile computing. |
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Pocket computers -- Programming.
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Pocket computers -- Programming. |
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Pocket computers. |
Genre/Form |
Electronic books.
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Other Form: |
Print version: Klopfer, Eric. Augmented learning. Cambridge, Mass. : MIT Press, ©2008 9780262113151 (DLC) 2007032260 (OCoLC)162507379 |
ISBN |
9780262277297 (electronic book) |
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0262277298 (electronic book) |
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0262113155 (cloth) |
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9780262113151 (cloth) |
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9781435643499 (electronic book) |
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1435643496 (electronic book) |
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1282099558 |
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9781282099555 |
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