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- 2006019986 contributor B10429419.
- 2006019986 created "2007.".
- 2006019986 date "2007".
- 2006019986 date "2007.".
- 2006019986 dateCopyrighted "2007.".
- 2006019986 description "Includes bibliographical references (p. 411-430) and index.".
- 2006019986 description "Introduction -- The digital game-based learning revolution -- The games generations : how learners have changed -- Why education and training have not changed -- Digital game-based learning : new hope for learner-centered training and education -- Fun, play and games : What makes games engaging? -- Digital game-based learning : why and how it works -- Digital game-based learning for kids and students : edutainment -- Digital game-based learning for adults -- Digital game-based learning in business : 41 examples and case studies, from the incredibly simple to the amazingly complex -- True believers : digital game-based learning in the military -- Bringing digital game-based learning into your organization -- The roles of teachers and trainers in digital game-based learning : digital game-based instruction -- Convincing management and getting the bucks : making the business case for digital game-based learning -- Evaluating effectiveness : does it work? -- So you have an idea -- The future : Where do we go from here?".
- 2006019986 extent "xv, 442 p. :".
- 2006019986 identifier "1557788634 (pbk. : alk. paper)".
- 2006019986 identifier "9781557788634 (pbk. : alk. paper)".
- 2006019986 identifier 2006019986.html.
- 2006019986 issued "2007".
- 2006019986 issued "2007.".
- 2006019986 language "eng".
- 2006019986 publisher "St. Paul, Minn. : Paragon House,".
- 2006019986 subject "371.33/4 22".
- 2006019986 subject "Computer-assisted instruction.".
- 2006019986 subject "Educational games.".
- 2006019986 subject "LB1028.5 .P695 2007".
- 2006019986 tableOfContents "Introduction -- The digital game-based learning revolution -- The games generations : how learners have changed -- Why education and training have not changed -- Digital game-based learning : new hope for learner-centered training and education -- Fun, play and games : What makes games engaging? -- Digital game-based learning : why and how it works -- Digital game-based learning for kids and students : edutainment -- Digital game-based learning for adults -- Digital game-based learning in business : 41 examples and case studies, from the incredibly simple to the amazingly complex -- True believers : digital game-based learning in the military -- Bringing digital game-based learning into your organization -- The roles of teachers and trainers in digital game-based learning : digital game-based instruction -- Convincing management and getting the bucks : making the business case for digital game-based learning -- Evaluating effectiveness : does it work? -- So you have an idea -- The future : Where do we go from here?".
- 2006019986 type "text".