Books on the topic 'Teaching aspects in digital games'
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Games, learning, and society: Learning and meaning in the digital age. Cambridge: Cambridge University Press, 2012.
Find full textDigital games in language learning and teaching. New York: Palgrave Macmillan, 2012.
Find full textReinders, Hayo, ed. Digital Games in Language Learning and Teaching. London: Palgrave Macmillan UK, 2012. http://dx.doi.org/10.1057/9781137005267.
Full textFay, Nissenbaum Helen, ed. Values at play in digital games. Cambridge, Massachusetts: The MIT Press, 2014.
Find full textPlayful teaching, learning games: New tool for digital classrooms. Rotterdam: SensePublishers, 2011.
Find full textExpressive processing: Digital fictions, computer games, and software studies. Cambridge, MA: The MIT Press, 2009.
Find full textPlaying along: Digital games, YouTube, and virtual performance. Oxford: Oxford University Press, 2012.
Find full text1951-, Dyer-Witheford Nick, and De Peuter Greig 1974-, eds. Digital games: The interaction of technology, culture, and marketing. Montréal: McGill-Queen's University Press, 2003.
Find full textExpressive processing: Digital fictions, computer games, and software studies. Cambridge, Mass: MIT Press, 2012.
Find full textMultiplayer: The social aspects of digital gaming. London: Routledge, 2014.
Find full textVice city virtue: Moral issues in digital game play. Leuven: Acco, 2011.
Find full textThomas, Angela. Youth online: Identity and literacy in the digital age. New York: Peter Lang, 2007.
Find full textHemminger, Elke. The mergence of spaces: Experiences of reality in digital role-playing games. Berlin: Edition Sigma, 2009.
Find full textPlaying with the past: Digital games and the simulation of history. New York: Bloomsbury Academic, 2013.
Find full textGerardo E. de los Santos. From digital divide to digital democracy. Phoenix, AZ: League for Innovation in the Community College, 2003.
Find full textFreyermuth, Gundolf S., Lisa Gotto, and Fabian Wallenfels. Serious Games, Exergames, Exerlearning: Zur Transmedialisierung und Gamification des Wissenstransfers. Bielefeld: Transcript, 2013.
Find full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.
Find full textEmbrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.
Find full textGames for actors and non-actors. London: Routledge, 1992.
Find full textGames for actors and non-actors. 2nd ed. New York: Routledge, 2002.
Find full textEthics and game design: Teaching values through play. Hershey, PA: Information Science Reference, 2010.
Find full textVideo games and gaming culture: Critical concepts in media and cultural studies. Abingdon, Oxon: Routledge, 2016.
Find full text1966-, McAllister Ken S., ed. Gaming matters: Art, science, magic, and the computer game medium. Tuscaloosa: The University of Alabama Press, 2011.
Find full textSzeja, Jerzy Zygmunt. Gry fabularne--nowe zjawisko kultury współczesnej. Kraków: Rabid, 2004.
Find full textThe young and the digital: What the migration to social network sites, games, and anytime, anywhere media means for our future. Boston: Beacon Press, 2009.
Find full textDigital Games As History. Taylor & Francis Group, 2016.
Find full textDigital Games As History. Taylor & Francis Group, 2018.
Find full textPlaying with Religion in Digital Games. Indiana University Press, 2014.
Find full textCAMPBELL, Heidi, and Gregory Price GRIEVE. Playing with Religion in Digital Games. Indiana University Press, 2014.
Find full textSilva, Adriana de Souza e. and Sutko Daniel M, eds. Digital cityscapes: Merging digital and urban playspaces. New York: P. Lang, 2009.
Find full textNissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2016.
Find full textNissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2014.
Find full textNissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2014.
Find full textNissenbaum, Helen, and Mary Flanagan. Values at Play in Digital Games. MIT Press, 2014.
Find full textD, Gibson David Ed, and Baek Youngkyun, eds. Digital simulations for improving education: Learning through artificial teaching environments. Hershey PA: Information Science Reference, 2009.
Find full textKerr, Aphra. The Business and Culture of Digital Games: Gamework and Gameplay. Sage Publications Ltd, 2006.
Find full textKerr, Aphra. The Business and Culture of Digital Games: Gamework and Gameplay. Sage Publications Ltd, 2006.
Find full textSchaaf, Ryan L., and Nicky Mohan. Game On: Using Digital Games to Transform Teaching, Learning, and Assessment. Solution Tree, 2016.
Find full textYouth Online: Identity and Literacy in the Digital Age (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.
Find full textYouth Online: Identity and Literacy in the Digital Age (New Literacies and Digital Epistemologies). Peter Lang Publishing, 2007.
Find full textMilburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.
Find full textMondo Nano: Fun and Games in the World of Digital Matter. Duke University Press Books, 2015.
Find full textMilburn, Colin. Mondo Nano: Fun and Games in the World of Digital Matter. Duke University Press, 2015.
Find full textNew Perspectives on the Social Aspects of Digital Gaming: Multiplayer 2. Taylor & Francis Group, 2017.
Find full textDesign Games for Architecture: Creating Digital Design Tools with Unity. Routledge, 2013.
Find full textWestre, Aaron. Design Games for Architecture: Creating Digital Design Tools with Unity. Routledge, 2013.
Find full textHarper, Todd. Culture of Digital Fighting Games: Performance and Practice. Taylor & Francis Group, 2017.
Find full textCulture of Digital Fighting Games: Performance and Practice. Taylor & Francis Group, 2013.
Find full text1958-, Jenkins Henry, ed. Video games and learning: Teaching and participatory culture in the digital age. New York: Teachers College Press, 2011.
Find full textThe Nature of Computer Games: Play As Semiosis (Digital Formations;, V. 16,). Peter Lang Publishing, 2003.
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