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Digital game-based learning

https://cwslc.andornot.com/en/permalink/catalog110133
Prensky, Marc. St. Paul, MN: Paragon House , 2001.
Material Type
Book
Call Number
REF AA 85 PRE 2001
Availability
1 copy, 1 available
Digital Game-Based Learning (DGBL) consists of two parts. In the first part, Prensky argues that the prevalence of video games has actually rewired our brains and made traditional learning methods less effective. In the second part, Prensky makes the case that DGBL can be used successfully by corpo…
Author
Prensky, Marc
Place of Publication
St. Paul, MN
Publisher
Paragon House
Publication Date
2001
Physical Description
Paperback, 442 p.
Subject
Education. Gaming
Abstract
Digital Game-Based Learning (DGBL) consists of two parts. In the first part, Prensky argues that the prevalence of video games has actually rewired our brains and made traditional learning methods less effective. In the second part, Prensky makes the case that DGBL can be used successfully by corporations to train people and offers practical advice (based on vast experience) about how to deploy game-based training methods. Throughout the book, Prensky examines aesthetic, cognitive and pedagogical questions surrounding such games and provides dozens of case studies to illustrate his points.
ISBN
1557788634
Language
English
Material Type
Book
Call Number
REF AA 85 PRE 2001

Copies

Copy 1 BC Children's and Women's Study and Learning Commons Available
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Don't bother me mom, I'm learning: How computer and video games are preparing your kids for 21st century success and how you can help!

https://cwslc.andornot.com/en/permalink/catalog110132
Prensky, Marc. St. Paul, MN: Paragon House , 2006.
Material Type
Book
Call Number
REF AA 85 PRE 2006
Availability
1 copy, 0 available
This book debunks the accepted wisdom that video games are harmful to children. Instead, he contends that games can teach a multitude of skills, including problem solving, language and cognitive skills, strategic thinking, multitasking, and parallel processing.
Author
Prensky, Marc
Place of Publication
St. Paul, MN
Publisher
Paragon House
Publication Date
2006
Physical Description
Paperback, 252 p.
Subject
Education. Gaming
Computers
Abstract
This book debunks the accepted wisdom that video games are harmful to children. Instead, he contends that games can teach a multitude of skills, including problem solving, language and cognitive skills, strategic thinking, multitasking, and parallel processing.
Notes
This book is only available for staff use.
ISBN
1557788588
Language
English
Material Type
Book
Call Number
REF AA 85 PRE 2006

Copies

Copy 1 BC Children's and Women's Study and Learning Commons On Loan, due Monday, September 11, 2023
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Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning

https://cwslc.andornot.com/en/permalink/catalog110336
Aldrich, Clark. San Francisco, CA: John Wiley & Sons, Inc. , 2004.
Material Type
Book
Call Number
REF AA 320 ALD 2004
Availability
1 copy, 1 available
This book offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. It outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation …
Author
Aldrich, Clark
Place of Publication
San Francisco, CA
Publisher
John Wiley & Sons, Inc.
Publication Date
2004
Physical Description
Hardcover; 282 pages
Subject
E-Learning
Education. Gaming
Learning
Abstract
This book offers trainers and educators the information and perspective they need to understand, design, build, and deploy computer simulations for this generation. It outlines the design principles and critical decisions around any simulation's components— the interface, the physics and animation systems, the artificial intelligence, and sets and figures. Using this accessible resource, readers will learn how to create and evaluate successful simulations that have the following characteristics: authentic and relevant scenarios; applied pressure situations that tap user's emotion and force them to act; a sense of unrestricted options; and replayability.
ISBN
978-0787969622
Language
English
Material Type
Book
Call Number
REF AA 320 ALD 2004

Copies

Copy 1 BC Children's and Women's Study and Learning Commons REF Available
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Using simulations to promote learning in higher education: An introduction

https://cwslc.andornot.com/en/permalink/catalog110131
Hertel, John P, Millis, Barbara J. Sterling, VA: Stylus , 2002. 1st ed.
Material Type
Book
Call Number
REF AA 320 HER 2002
Availability
1 copy, 1 available
This book is a comprehensive guide to developing and managing educational simulations.; Contents; Why Simulations Further Educational Goals; What is an Educational Simulation? Designing an Educational Simulation; Managing an Educational Simulation: Debriefing an Educational Simulation; Responsible …
Author
Hertel, John P
Millis, Barbara J
Edition
1st ed.
Place of Publication
Sterling, VA
Publisher
Stylus
Publication Date
2002
Physical Description
Paperback, 182 p.
Series
Enhancing Learning Series
Subject
E-Learning
Education. Gaming
Learning
Abstract
This book is a comprehensive guide to developing and managing educational simulations.
Contents
Why Simulations Further Educational Goals; What is an Educational Simulation? Designing an Educational Simulation; Managing an Educational Simulation: Debriefing an Educational Simulation; Responsible Assessment; An Extended Simulation; Appendix: Simulation Summary, Scenario and Sample Documents.
ISBN
9781579220525
Language
English
Material Type
Book
Call Number
REF AA 320 HER 2002

Copies

Copy 1 BC Children's and Women's Study and Learning Commons REF Available
Show Less