32,99 €
inkl. MwSt.
Versandkostenfrei*
Versandfertig in 6-10 Tagen
payback
16 °P sammeln
  • Broschiertes Buch

Video games are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts ways of seeing and understanding problems so that they "become" different kinds of people. Those who play computer and video games have different attitudes than their peers about work, play, and co-workers (Squire, 2008). Considering such an effective force in video games, pedagogically beneficial use of video games seems inevitable. Bearing in mind the idea, researchers in this book tried to utilize a video game to test it pedagogically. They tried to use…mehr

Produktbeschreibung
Video games are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts ways of seeing and understanding problems so that they "become" different kinds of people. Those who play computer and video games have different attitudes than their peers about work, play, and co-workers (Squire, 2008). Considering such an effective force in video games, pedagogically beneficial use of video games seems inevitable. Bearing in mind the idea, researchers in this book tried to utilize a video game to test it pedagogically. They tried to use a video game for teaching vocabulary. The results not only were amazing but also promising and unraveling.
Autorenporträt
Bio Data: Sedigheh Vahdat is an assistant professor of Shahid Chamran University. She is interested in EFL teaching and testing in the Iranian context, EFL reading, and computer assisted instruction.