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Electric Worlds in the Classroom

Electric Worlds in the Classroom Teaching and Learning With Role-Based Computer Games - Technology, Education - Connections (The TEC Series)

Paperback (30 Oct 2006)

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Publisher's Synopsis

We all know that kids like video games, so why not help them learn course content in these virtual worlds? This guidebook will help teachers (grades 6-12) do exactly that. The authors provide a diverse collection of lively and engaging virtual spaces where students engage in role-based learning. The context might be a gigantic imaginary plant cell, where students learn the role of a biologist, or it might be a shallow valley where they learn to act like a geologist. Students learn to conduct experiments, analyze results, draw conclusions, and ultimately, write their own story as they experienced it. This book features: a nontechnical presentation that will assist all educators who want to use technology to improve student learning; a large collection of goal-oriented, multi-user games to teach various concepts in geology, biology, computer science, microeconomics, and archaeology; the combined talents of computer programmers, subject matter experts, graphic designers, education specialists, and cognitive scientists who created the virtual worlds presented in this book.

Book information

ISBN: 9780807746752
Publisher: Teachers College Press
Imprint: Teachers College Press
Pub date:
Language: English
Number of pages: 192
Weight: 336g
Height: 252mm
Width: 181mm
Spine width: 10mm