
Title

Playing Games in School: Video Games and Simulations for Primary and Secondary Education,Used
Delivery time: 8-12 business days (International)
Millions of people around the world spend billions of dollars and countless hours playing video games. Imagine if teachers could harness this power of engagement to nurture a love of learning among their students. With this robust collection of articles, editor Atsusi ''2c'' Hirumi encourages educators to explore the benefits of interactive entertainment in education. The contributors offer information that will help educators make informed decisions about how games can be played to facilitate learning, including how to locate, select, and integrate games in meaningful and effective ways.Playing Games in School focuses this analysis on four topics: why games should be a part of education, the availability of games in four core subjects and physical education, selecting and integrating games in school, and alternate perspectives on gamebased learning. Each chapter takes an indepth look at research or case studies on topics including how today's students differ from previous generations, integrating games into the classroom with instructional strategies, incorporating gamebased learning without computers, commercial offtheshelf games, virtual environments, and more. The additional resources throughout the book, such as lists of guidelines and a technology consent form template, assist educators as they integrate this compelling form of instruction into their classrooms.Topics include:gamingeducational gamestechnology integrationsimulationsThe International Society for Technology in Education (ISTE) is the trusted source for professional development, knowledge generation, advocacy and leadership for innovation. ISTE is the premier membership association for educators and education leaders engaged in improving teaching and learning by advancing the effective use of technology in PK12 and teacher education. Home of the National Educational Technology Standards (NETS), the Center for Applied Research in Educational Technology (CARET), and ISTE's annual conference (formerly known as the National Educational Computing Conference, or NECC), ISTE represents more than 100,000 professionals worldwide. We support our members with information, networking opportunities, and guidance as they face the challenge of transforming education.Some of the areas in which we publish are:Web. 2.0 in the classroomRSS, podcasts, and moreNational Educational Technology Standards (NETS)Professional development for educators and administratorsIntegrating technology into the classroom and curriculumSafe practices for the Internet and technologyEducational technology for parents
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Shipping & Returns
Shipping
We ship your order within 2–3 business days for USA deliveries and 5–8 business days for international shipments. Once your package has been dispatched from our warehouse, you'll receive an email confirmation with a tracking number, allowing you to track the status of your delivery.
Returns
To facilitate a smooth return process, a Return Authorization (RA) Number is required for all returns. Returns without a valid RA number will be declined and may incur additional fees. You can request an RA number within 15 days of the original delivery date. For more details, please refer to our Return & Refund Policy page.
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We provide a 2-year limited warranty, from the date of purchase for all our products.
If you believe you have received a defective product, or are experiencing any problems with your product, please contact us.
This warranty strictly does not cover damages that arose from negligence, misuse, wear and tear, or not in accordance with product instructions (dropping the product, etc.).
Warranty
We provide a 2-year limited warranty, from the date of purchase for all our products.
If you believe you have received a defective product, or are experiencing any problems with your product, please contact us.
This warranty strictly does not cover damages that arose from negligence, misuse, wear and tear, or not in accordance with product instructions (dropping the product, etc.).
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Frequently Asked Questions
- Q: What is the main focus of 'Playing Games in School'? A: 'Playing Games in School' analyzes the role of video games and simulations in education, discussing their integration into curricula and the benefits they bring to learning.
- Q: Who is the author of this book? A: The book is authored by Atsusi Hirumi, who examines educational strategies involving games.
- Q: What topics are covered in this book? A: The book covers topics such as the importance of games in education, integration strategies for various subjects, and the perspectives on game-based learning.
- Q: Is this book suitable for both primary and secondary education? A: Yes, the book is designed for both primary and secondary education, providing insights applicable to various age groups.
- Q: What condition is the book in? A: This is a used book in good condition, meaning it has been previously owned but remains in a satisfactory state for reading.
- Q: How many pages does the book have? A: 'Playing Games in School' contains 437 pages, providing comprehensive coverage of its topics.
- Q: What type of binding does this book have? A: The book is published in paperback binding, making it lightweight and easy to handle.
- Q: When was 'Playing Games in School' published? A: The book was published on November 15, 2010.
- Q: Are there any additional resources included in the book? A: Yes, the book includes additional resources like guidelines and a technology consent form template to assist educators.
- Q: What educational strategies does the book discuss? A: The book discusses instructional strategies for integrating games into classrooms, including using commercial off-the-shelf games and virtual environments.