Products related to Game:
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Game-Based Learning and Gamification for Education
The use of educational games and gamification in teaching has been a global trend in educational research, and this reprint focuses on research related to the use of game-based learning or gamification in teaching. This reprint contains empirical studies and systematic reviews regarding the use of games in teaching, spanning many subject areas. It includes various gamification mechanisms, escape room educational games, the evaluation of various digital educational games, and other topics.
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Food Information, Communication and Education : Eating Knowledge
Food Information, Communication and Education analyses the role of different media in producing and transforming knowledge about food. ‘Eating knowledge’, or knowledge about food and food practice, is a central theme of cooking classes, the daily press, school textbooks, social media, popular magazines and other media.In addition, a wide variety of actors have taken on the responsibility of informing and educating the public about food, including food producers, advertising agencies, celebrity chefs, teachers, food bloggers and government institutions. Featuring a range of European case studies, this interdisciplinary collection advances our understanding of the processes of mediatization, circulation and reception of knowledge relating to food within specific social environments.Topics covered include: popularized knowledge about food carried over from past to present; the construction of trustworthy knowledge in today’s food risk society; critical assessment of nutrition education initiatives for children; and political and ideological implications of food information policy and practice.
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Game-Based Pedagogy in Physical Education and Sports : Designing Rich Learning Environments
Using a pedagogical concept similar to game-based approaches such as Teaching Games for Understanding (TGfU) and Game Sense, this book explores the teaching and learning of modified games in physical education and sports.It includes examples of innovative games designed to create a rich learning environment. The book presents a pedagogical model that structures game design to fit the needs of every specific group of students, enabling physical educators and coaches to design their own games and teach within a game-based approach.The book focuses on eight sports – soccer, basketball, handball, rugby, volleyball, badminton, softball and cricket – and for each sport it introduces a series of learning conditions that gradually increase in technical and tactical complexity.These conditions are supported with commonly seen game play scenarios, providing meaningful opportunities for developing awareness of technical and tactical solutions. Game-Based Pedagogy in Physical Education and Sports is a vital read for students of physical education teacher education (PETE), sport coaching, and sports pedagogy.It is also a valuable resource for physical educators and coaches.
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The Game Of Knowledge Chapter Degrees
The Game Of Knowledge Chapter Degrees
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Which card game is suitable for learning?
A card game that is suitable for learning is "Uno." Uno is a simple game that helps players practice matching colors and numbers, as well as strategic thinking. It is easy to learn and can be played by people of all ages, making it a great option for beginners looking to improve their card game skills. Additionally, Uno is a fun and engaging game that can help players develop their decision-making and problem-solving abilities.
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What information is available about game developers and game designers for my presentation?
For your presentation, you can find information about game developers and game designers such as their background, education, experience, notable projects they have worked on, awards they have received, and their contributions to the gaming industry. You can also include details about their creative process, design philosophy, and any interviews or articles they have participated in. Additionally, you may want to highlight their impact on the industry, their role in shaping popular games, and their influence on the gaming community.
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Which old PC learning game features a penguin?
One old PC learning game that features a penguin is "Reader Rabbit: Learn to Read with Phonics." In this game, the player helps Reader Rabbit and his friend Sam the Lion rescue the penguin named Penelope from the clutches of the mischievous pirates. Penelope the penguin is a key character in the game, and players must complete various reading and phonics activities to progress and ultimately save her. The game combines fun gameplay with educational content to help children improve their reading skills.
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Do you know an old PC children's learning game?
Yes, I know of an old PC children's learning game called "Reader Rabbit." It was a popular educational game in the 1990s and early 2000s, designed to help children learn reading, math, and other basic skills in a fun and interactive way. The game featured colorful characters and engaging activities that made learning enjoyable for young children. "Reader Rabbit" was a staple in many households and schools as a tool for early childhood education.
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Towards Game Translation User Research
This Element takes the initiative to highlight the nascent state of audiovisual translation research centring on users of video games.It proposes ways of advancing the research by integrating numerous related perspectives from relevant fields to guide studies in translated game reception into further fruition.The Element offers an accessible overview of possible relationships between translation and its experiencers, showcasing ways to design game reception studies.Examples, methods, tools, and practical concerns are discussed to ultimately develop a blueprint for game translation user research which aims to consolidate scientific user-centric inquiry into video game translation.To that end, the blueprint captures the three-pronged interplay between the parameters of localisation-reception research in facets of user experience, facets of translated games, and facets of game users.
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Action Research in Education : Learning Through Practitioner Enquiry
Action Research in Education is an essential guide for any lecturer, teacher or student-teacher interested in doing research.This exciting new edition of a popular text is an important resource for any education professional interested in investigating learning and teaching.Building on the success of Action Research in the Classroom, the authors have revised, updated and extended this book to include examples from further and higher education. It maps out easy-to-follow steps for usefully applying an action research approach and is full of practical tips and examples of real practitioner research projects from a range of schools, colleges and universities.This book will help teachers to:- understand and apply practitioner inquiry- enhance their problem-solving skills- locate their own activity in a wider context- maximise opportunities to develop practice- evaluate the needs of their learnersClear, pragmatic and timely, this is a must-have text for all teachers and students of education. Vivienne Baumfield is Professor of Pedagogy, Policy and Innovation in the School of Education, University of GlasgowElaine Hall is Lecturer in Research Methods, School of Education, Communication and Language Sciences, Newcastle UniversityKate Wall is Senior Lecturer in the School of Education, Durham University
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Cultural Learning Styles in Language Education : A Special Reference to Asian Learning Styles
This book presents a nuanced look at the relationship between language learning styles and culture to illuminate how these important constructs are understood, employed and play out in the real world.Through the lens of different learning style dimensions—cognitive, affective, process-centred, environment-centred and cultural—Li unpacks and examines the commonly accepted tensions between learning styles, culture, teacher assumptions and teaching approaches.With a focus on Asian learning styles and Chinese learners, Li addresses the past and current debates and reconceptualises the roles and tensions between students’ learning, students’ cultural backgrounds and teaching styles.Li adeptly navigates this controversial arena to demystify preconceptions and provide avenues for innovative and effective classroom practices in language teaching.Ideal for pre-service ESL/EFL teachers, researchers and scholars, this book bridges the gap between research and practice on culture and language learning in the classroom.
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Buddy Holly : Learning the Game
Buddy Holly died in 1959. He was just 22 years old. He was 22 years old. Don McLean called that fatal day `The Day the Music Died'.But, his music hasn't died, as he has left us a wonderful legacy.Spencer Leigh's biography Buddy Holly: Learning the Game is the most definitive account of Buddy Holly and his career.When it comes to anniversaries, it is inevitable that we remember the giants: Elvis, the Beatles, Freddie Mercury, David Bowie, but Buddy Holly's death enables us to also acknowledge the less well-known musicians who died with him, 17-year-old Ritchie Valens and the outlandish Big Bopper.Spencer Leigh has spoken to musicians, songwriters, friends, fans and many people who have worked with Buddy, and he examines the evidence with the scrutiny of a forensic scientist.
Price: 15.00 £ | Shipping*: 3.99 £
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Where can one find an older PC learning game?
One can find older PC learning games in a variety of places. Online marketplaces like eBay or Amazon often have listings for vintage PC games. Additionally, thrift stores, garage sales, and retro gaming stores may also have a selection of older PC learning games. Finally, websites that specialize in retro gaming or abandonware may offer downloads of older PC learning games for free or for purchase.
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What is your reference point for knowledge?
My reference point for knowledge is a combination of personal experience, critical thinking, and information from reliable sources. I believe in learning from my own experiences and reflecting on them, as well as being open to new ideas and perspectives. I also value information from credible sources such as academic research, experts in the field, and reputable publications. Overall, my reference point for knowledge is based on a combination of personal experience, critical thinking, and reliable information.
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Is it possible to program a game without prior knowledge?
It is possible to program a game without prior knowledge, but it may be challenging. There are many resources available online, such as tutorials, forums, and documentation, that can help beginners learn how to program games. Starting with simpler game development tools or platforms, like Scratch or Unity, can also make the learning process more manageable for those without prior experience. With dedication, patience, and a willingness to learn, anyone can start programming games even without prior knowledge.
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How can I develop a VR game without programming knowledge?
You can develop a VR game without programming knowledge by using game development platforms that offer visual scripting tools, such as Unity or Unreal Engine. These platforms allow you to create game logic and interactions using a visual interface, eliminating the need for traditional programming. Additionally, there are online resources and tutorials available that can guide you through the process of creating a VR game without programming knowledge. Finally, you can also consider collaborating with a programmer or joining a game development community to seek assistance and guidance in creating your VR game.
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