Books on the topic 'Mobile educational games'

To see the other types of publications on this topic, follow the link: Mobile educational games.

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 16 books for your research on the topic 'Mobile educational games.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse books on a wide variety of disciplines and organise your bibliography correctly.

1

Mobile media learning: Amazing uses of mobile devices for learning. Pittsburgh, PA]: ETC Press, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Klopfer, Eric. Augmented learning: Research and design of mobile educational games. Cambridge, Mass: MIT Press, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Klopfer, Eric. Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Klopfer, Eric. Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Klopfer, Eric. Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Augmented Learning: Research and Design of Mobile Educational Games. The MIT Press, 2008.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Klopfer, Eric. Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Schrier, Karen. We the Gamers. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190926106.001.0001.

Full text
Abstract:
The world is in crisis. The people of the world are all connected, and rely on one another to make ethical decisions and to solve civic problems together. Ethics and civics have always mattered, but it is becoming more evident how much they matter. Teaching ethics and civics is essential to the future. This book argues that games can encourage the practice of ethics and civics. They can help people to connect, deliberate, reflect, and flourish. They can help people to reimagine systems and solve problems. Games are communities and public spheres. Like all communities, they may encourage care, connection, and respect. They may also be used for hate, disinformation, and exclusion. Games reveal humanity’s compassion as well as its cruelty. We the Gamers provides research-based perspectives related to why and how people should play, make, and use games in ethics, civics, character, and social studies education. The book also shows how people are already engaging in ethics and civics through games. It systematically evaluates how to use games in classrooms, remote learning environments, and other educational settings, with consideration to different audiences and standards. This book also provides tips and guidelines, as well as resources, activities, and case studies. It includes examples of all different types of games—virtual reality, mobile, computer, and card games, and big-budget commercial games, indie games, and more. How can people play and design a new world, together?
APA, Harvard, Vancouver, ISO, and other styles
9

Gibbons, William. Gamifying Classical Music. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0011.

Full text
Abstract:
This chapter addresses the ways in which classical music lends itself to gamification, a pervasive trend in contemporary culture in which aspects of games are applied to non-game activities to encourage desired behaviors. The chapter presents two case studies of recent mobile applications that illustrate different approaches to the gamification of classical music. The first of these discusses the Young Person’s Guide to the Orchestra, an app that updates traditional, and problematic, approaches to music education, namely, music appreciation. The second case study considers Steve Reich’s Clapping Music, an app that embraces the interactivity of games to blur the lines between education and musical performance.
APA, Harvard, Vancouver, ISO, and other styles
10

Electronic Devices in Schools Issues That Concern You. Greenhaven Press, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
11

Tembine, Hamidou. Distributed Strategic Learning for Wireless Engineers. Taylor & Francis Group, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
12

Tembine, Hamidou. Distributed Strategic Learning for Wireless Engineers. Taylor & Francis Group, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
13

Tembine, Hamidou. Distributed Strategic Learning for Wireless Engineers. Taylor & Francis Group, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
14

Tembine, Hamidou. Distributed Strategic Learning for Wireless Engineers. Taylor & Francis Group, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
15

Distributed Strategic Learning for Wireless Engineers. Taylor & Francis Group, 2017.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
16

Tembine, Hamidou. Distributed Strategic Learning for Wireless Engineers. Taylor & Francis Group, 2018.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography