Learning in real and virtual worlds : commercial video games as educational tools
(Book)
Uniform Title
Author
Published
New York, NY : Palgrave Macmillan, 2013.
Status
James Lawson High - Teen Non-Fiction
794.8 LAC
1 available
794.8 LAC
1 available
Description
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Copies
Location | Call Number | Status |
---|---|---|
James Lawson High - Teen Non-Fiction | 794.8 LAC | On Shelf |
More Details
Published
New York, NY : Palgrave Macmillan, 2013.
Format
Book
Physical Desc
xxxii, 274 pages : ill. ; 23 cm.
Language
English
Notes
General Note
Translation of: Videojuegos.
Bibliography
Includes bibliographical references (p. 239-256) and index.
Description
"... Lacasa takes several commercial video games and shows how they can be used both in and out of the classroom to teach initiative and problem-solving, encourage creativity, promote literacy, and develop reasoning skills ..."--Back cover.
Target Audience
Adult,Follett School Solutions.
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Citations
APA Citation, 7th Edition (style guide)
Lacasa, P. (2013). Learning in real and virtual worlds: commercial video games as educational tools . Palgrave Macmillan.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Lacasa, Pilar. 2013. Learning in Real and Virtual Worlds: Commercial Video Games As Educational Tools. Palgrave Macmillan.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Lacasa, Pilar. Learning in Real and Virtual Worlds: Commercial Video Games As Educational Tools Palgrave Macmillan, 2013.
MLA Citation, 9th Edition (style guide)Lacasa, Pilar. Learning in Real and Virtual Worlds: Commercial Video Games As Educational Tools Palgrave Macmillan, 2013.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
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