Circuit Games
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Author |
: Richard E. Mayer |
Publisher |
: MIT Press |
Total Pages |
: 303 |
Release |
: 2014-07-18 |
ISBN-10 |
: 9780262324519 |
ISBN-13 |
: 0262324512 |
Rating |
: 4/5 (19 Downloads) |
Synopsis Computer Games for Learning by : Richard E. Mayer
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
Author |
: Editors of Klutz |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2018-02 |
ISBN-10 |
: 1338159666 |
ISBN-13 |
: 9781338159660 |
Rating |
: 4/5 (66 Downloads) |
Synopsis Circuit Games by : Editors of Klutz
Spark your interest in circuitry! Get ready to be amazed with this electrifying combination of five circuit games to build from scratch. Use actual electronic components to construct a DIY operation game, compete with friends in a Space Loop race, assemble a quiz show board, and more. A step-by-step book of instructions teaches you how to be a maker by adding wires, LEDs, and buzzers for super-charged fun. Includes: AA battery holders, Popsicle stick, 2 blue LEDs, 3 white LEDs, Paper clip, Craft wire, Coated wire, Copper brads, 2 buzzers, Paper craft game pieces, Metal tweezers
Author |
: Mary L. Gazdik |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 160 |
Release |
: 2016-09-19 |
ISBN-10 |
: 9798216088035 |
ISBN-13 |
: |
Rating |
: 4/5 (35 Downloads) |
Synopsis From Video Games to Real Life by : Mary L. Gazdik
This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.
Author |
: Stewart Culin |
Publisher |
: New York : AMS Press |
Total Pages |
: 944 |
Release |
: 1907 |
ISBN-10 |
: UIUC:30112003618581 |
ISBN-13 |
: |
Rating |
: 4/5 (81 Downloads) |
Synopsis Games of the North American Indians by : Stewart Culin
Author |
: John Rolfe |
Publisher |
: Psychology Press |
Total Pages |
: 260 |
Release |
: 1998 |
ISBN-10 |
: 0749426101 |
ISBN-13 |
: 9780749426101 |
Rating |
: 4/5 (01 Downloads) |
Synopsis Simulations and Games for Emergency and Crisis Management by : John Rolfe
First Published in 1998. Routledge is an imprint of Taylor & Francis, an informa company.
Author |
: United States. Congress. House. Committee on Interstate and Foreign Commerce |
Publisher |
: |
Total Pages |
: 1230 |
Release |
: 1970 |
ISBN-10 |
: UOM:39015012950963 |
ISBN-13 |
: |
Rating |
: 4/5 (63 Downloads) |
Synopsis Hearings by : United States. Congress. House. Committee on Interstate and Foreign Commerce
Author |
: Reiner W. Hartenstein |
Publisher |
: Springer |
Total Pages |
: 872 |
Release |
: 2003-06-29 |
ISBN-10 |
: 9783540446149 |
ISBN-13 |
: 3540446141 |
Rating |
: 4/5 (49 Downloads) |
Synopsis Field-Programmable Logic and Applications: The Roadmap to Reconfigurable Computing by : Reiner W. Hartenstein
This book is the proceedings volume of the 10th International Conference on Field Programmable Logic and its Applications (FPL), held August 27 30, 2000 in Villach, Austria, which covered areas like reconfigurable logic (RL), reconfigurable computing (RC), and its applications, and all other aspects. Its subtitle "The Roadmap to Reconfigurable Computing" reminds us, that we are currently witnessing the runaway of a breakthrough. The annual FPL series is the eldest international conference in the world covering configware and all its aspects. It was founded 1991 at Oxford University (UK) and is 2 years older than its two most important competitors usually taking place at Monterey and Napa. FPL has been held at Oxford, Vienna, Prague, Darmstadt, London, Tallinn, and Glasgow (also see: http://www. fpl. uni kl. de/FPL/). The New Case for Reconfigurable Platforms: Converging Media. Indicated by palmtops, smart mobile phones, many other portables, and consumer electronics, media such as voice, sound, video, TV, wireless, cable, telephone, and Internet continue to converge. This creates new opportunities and even necessities for reconfigurable platform usage. The new converged media require high volume, flexible, multi purpose, multi standard, low power products adaptable to support evolving standards, emerging new standards, field upgrades, bug fixes, and, to meet the needs of a growing number of different kinds of services offered to zillions of individual subscribers preferring different media mixes.
Author |
: |
Publisher |
: DIANE Publishing |
Total Pages |
: 58 |
Release |
: |
ISBN-10 |
: 9781428955684 |
ISBN-13 |
: 1428955682 |
Rating |
: 4/5 (84 Downloads) |
Synopsis Certain Coin-Operated Audiovisual Games and Components Thereof, Inv. 337-TA-105 by :
Author |
: Stewart Culin |
Publisher |
: |
Total Pages |
: 400 |
Release |
: 1896 |
ISBN-10 |
: NLI:2955606-10 |
ISBN-13 |
: |
Rating |
: 4/5 (10 Downloads) |
Synopsis Chess and Playing Cards by : Stewart Culin
Author |
: Francisco Jiménez |
Publisher |
: UNM Press |
Total Pages |
: 152 |
Release |
: 1997 |
ISBN-10 |
: 0826317979 |
ISBN-13 |
: 9780826317971 |
Rating |
: 4/5 (79 Downloads) |
Synopsis The Circuit by : Francisco Jiménez
A collection of stories about the life of a migrant family.