Libros sobre el tema "Mobile educational games"

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1

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

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2

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

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3

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

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4

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

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5

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

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6

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

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7

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

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8

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

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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?
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9

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

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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.
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10

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

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11

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

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12

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

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13

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

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14

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

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15

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

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16

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

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