How Computer Games Help Children Learn |
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Deep learning, technical learning, learning that leads to the ability to innovate: diese are the most important natural resources in our global high-tech world. Will our children be able to compete with kids in China and India? Shaffer shows us how to mine the potential of video game technologies to transform learning at home, in communities, and in schools.
Von J. P. Gee, erfasst im Biblionetz am 15.02.2008
Zusammenfassungen



Kapitel 
- 1. Epistemology - The Debating Game
- 2. Knowledge - Digital Zoo
- 3. Skills - Escher's World
- 4. Values - The Pandora Project
- 5. Identity - science.net
- 6. The future - Urban Science
Dieses Buch erwähnt ...
Dieses Buch erwähnt vermutlich nicht ... 
![]() Nicht erwähnte Begriffe | Bildung, Digitalisierung, Kinder, LehrerIn, Unterricht |
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Zeitleiste
8 Erwähnungen 
- All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten (Mitchel Resnick) (2007)
- Children, Computer and Creativity - Usability Guidelines for Designing a Game Authoring Tool for Children (Maizatul Hayati Binti Mohamad Yatim) (2009)
- Rethinking Education in the Age of Technology - The Digital Revolution and Schooling in America (Allan Collins, Richard Halverson) (2009)
- Hanging Out, Messing Around, and Geeking Out - kids living and learning with new media (Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr-Stephenson, Heather Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martínez, C.J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, Lisa Tripp) (2010)
- Can Educational Research Be Both Rigorous and Relevant? (Thomas C. Reeves) (2011)
- Disruptive Fixation - School Reform And The Pitfalls Of Techno-Idealism (Christo Sims) (2017)
- Second Handbook of Information Technology in Primary and Secondary Education (Joke Voogt, Gerald Knezek, Rhonda Christensen, Kwok-Wing Lai) (2018)
- 59. Guiding Questions for Game-Based Learning (Karen Schrier)
- 59. Guiding Questions for Game-Based Learning (Karen Schrier)
- Lesen im digitalen Zeitalter (Gerhard Lauer) (2020)
Co-zitierte Bücher

Flow
Das Geheimnis des Glücks
Flow
The Psychology of Optimal Experience
(Mihaly Csikszentmihalyi) (1990)

Violent Video Game Effects on Children and Adolescents
Theory, Research, and Public Policy
(Craig A. Anderson, Douglas A. Gentile, Katherine E. Buckley) (2007)
Confronting the Challenges of Participatory Culture
Media Education for the 21st Century
(Henry Jenkins, Katie Clinton, Ravi Purushotma, Alice J. Robison, Margaret Weigel) (2006)



Living and Learning with New Media
Summary of Findings from the Digital Youth Project
(Mizuko Ito, Heather Horst, Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, Laura Robinson) (2008)


Media in the Lives of 8- to 18-Year-Olds
(Victoria J. Rideout, Ulla G. Foehr, Donald F. Roberts) (2010)

Volltext dieses Dokuments
Standorte 
Bibliographisches 
Beat und dieses Buch
Beat war Co-Leiter des ICT-Kompetenzzentrums TOP während er dieses Buch ins Biblionetz aufgenommen hat. Die bisher letzte Bearbeitung erfolgte während seiner Zeit am Institut für Medien und Schule. Beat besitzt ein physisches und ein digitales Exemplar. (das er aber aus Urheberrechtsgründen nicht einfach weitergeben darf).