Electric worlds in the classroom
teaching and learning with role-based computer games
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Contributions
- Slator, Brian M - Contributor
Publication
2006 - Teachers College Press, New York, New York (State)
Language
English
Word Count
45,500 words, Guess
Page Count
182 pages
Identifiers
- Internet Archiveelectricworldscl00beck
- ISBN-100807746754
- ISBN-100807746762
- ISBN-139780807746752
- ISBN-139780807746769
and 4 more
- LibraryThing6293051
- Goodreads947695', '3608899
- Library of Congress Control Number2006040404
- Open LibraryOL17194187M
Classifications
- LCCLB1044.87 .E435 2006
Description
We all know that kids like video games, so why not help them learn course content in these virtual worlds? This guidebook will help teachers (grades 6-12) do exactly that. The authors provide a diverse collection of lively and engaging virtual spaces where students engage in role-based learning. The context might be a gigantic imaginary plant cell, where students learn the role of a biologist, or it might be a shallow valley where they learn to act like a geologist. Students learn to conduct experiments, analyze results, draw conclusions, and ultimately, write their own story as they experienced it. This book features: a nontechnical presentation that will assist all educators who want to use technology to improve student learning; a large collection of goal-oriented, multi-user games to teach various concepts in geology, biology, computer science, microeconomics, and archaeology; the combined talents of computer programmers, subject matter experts, graphic designers, education specialists, and cognitive scientists who created the virtual worlds presented in this book.
Subjects
Topics
Series Statement
- Technology, education--connections, the TEC series
- TEC series
Other Editions
- Electric worlds in the classroom: teaching and learning with role-based computer games
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