Videogames for Teachers - UV (Blink)
Publisher: McGraw Hill
Digital ISBN: 9788448618308
- Preliminaries
- Chapter 1. Video games. A way to change communication languages
- Chapter 2. Interactive environments for involvement and motivation for learning
- Chapter 3. How do players learn to learn while playing
- Chapter 4. Reviewing solutions for augmented and virtual reality
- Chapter 5. The role of video games in education
- Chapter 6. Educational video games. An overview
- Chapter 7. Video games as educational tools
- Chapter 8. Main achievements of mobile learning through the use of educational applications
- Chapter 9. Gamification and self_directed learning. The use of mobile applications in education and lifelong learning
- Chapter 10. Social media and education. Main challenges, strengths and weaknesses of mobile apps in education
- Chapter 11. Video games, apps and education in the field of pre-primary and primary education
- Chapter 12. Assessment in video games and educational apps-based learning in upper secondary and post-secondary non-tertiary education
- Chapter 13. Assessment in video games and educational apps-based learning in tertiary education
- Chapter 14. From video games to work. Interactive languages and three-dimensional environments as reference models in tomorrow's professions