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I’m proud to announce that IGI Global has recently released Cases on Digital Game Based Learning. Here’s the book description:

In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels.
Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced.  Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.
My chapter deals with teaching gender and race in college classrooms using Pixie Hollow, the Disney Fairies game, as a teaching tool. In it, I outline a lesson plan centered around collaborative group-work using the game as a launching point for discussion and play.

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