Using Computers Games across the Curriculum

Using Computers Games across the Curriculum

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Everyone learns best when they are enjoying an activity - even adults prefer to learn through play! This book gives a wide range of ideas and practical activities to use computer games as learning tools with students aged 11+. You don't need to be a computer whiz to use this book. From the practical aspects of purchasing and setting up equipment to integrating them into a lesson plan - and even using them without playing them - this book will add a new aspect to your subject to make it even more engaging and fascinating to your students. There are sections on: - Integrating games into lessons - Activities for using freely and commonly-available computer games and consoles - Making your own games, and helping students to design computer games themselves - Using games to differentiate for students of varying abilities and learning styles By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a result, produce lifelong learners.spatial awareness, forward planning and judgment to play and enjoy sporting activities, navigate a new place of work confidently or even drive a car! Activity: Games with Puzzles Games: Tomb Raider series (Xbox, PlayStation, PC), HalfLife 2 (Xbox 360, PS3, PC, Mac), The Secret ofMonkey ... Other games require players to find all of their items and, once used, it may need some effort to replace them.

Title:Using Computers Games across the Curriculum
Author:Karen Anderson
Publisher:Bloomsbury Publishing - 2013-05-30


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