000 | 01260cmm a2200313 a 4500 | ||
---|---|---|---|
001 | 47510 | ||
003 | IN-BdCUP | ||
005 | 20230426175443.0 | ||
008 | 230426s2023 u eng | ||
020 | _a9781483378534 | ||
040 |
_beng _cIN-BdCUP |
||
041 | _aeng | ||
082 | _a794.800 | ||
100 |
_aSchaaf, Ryan, _eAuthor |
||
245 | 0 |
_aMaking school a game worth playing : _bdigital games in the classroom / _cRyan Schaaf & Nicky Mohan. |
|
250 | _a1st Edition | ||
260 |
_aThousand Oaks, California : _bCorwin, _c2016 |
||
300 | _a1 online resource : | ||
520 | _aThis straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. | ||
650 | _aComputer-assisted instruction. | ||
650 | _aActivity programs in education. | ||
650 | _aVideo games. | ||
650 | _aInternet games. | ||
650 | _aEducational technology. | ||
650 | _aEducation | ||
700 |
_aMohan, Nicky, _eAuthor |
||
856 |
_3Electronic Book Resource _uhttps://sk.sagepub.com/Books/making-school-a-game-worth-playing |
||
942 |
_2ddc _cE |
||
999 |
_c47595 _d47595 |