Using Computers Games across the Curriculum
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Using Computers Games across the Curriculum

Using Computers Games across the Curriculum


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About the Book

Everyone learns best when they are enjoying an activity - even adults prefer to learn through play! This book gives a wide range of ideas and practical activities to use computer games as learning tools with students aged 11+. You don't need to be a computer whiz to use this book. From the practical aspects of purchasing and setting up equipment to integrating them into a lesson plan - and even using them without playing them - this book will add a new aspect to your subject to make it even more engaging and fascinating to your students. There are sections on: - Integrating games into lessons - Activities for using freely and commonly-available computer games and consoles - Making your own games, and helping students to design computer games themselves - Using games to differentiate for students of varying abilities and learning styles By adding a new dimension to learning and teaching, computer games can be an enjoyable and fun addition to lessons and, as a result, produce lifelong learners.

Table of Contents:
Introduction \ What are Digital Games? \ A Very Brief History \ Why Use Digital Games? \ 1. How To Use Computer Games In Learning and Teaching \ Equipment \ Integrating Games into Lessons \ Ideas for Lesson Activities \ Digital Games and Differentiation \ 2. Computer Games \ Free Games \ Commercial Games \ Networked Games \ 3. Console Games \ Xbox \ PlayStation \ Wii \ Handhelds and Portables \ Older Consoles \ 4. Making Your Own Games \ Simple Game-Making for Teachers \ Simple Game-Making for Students \ In-Depth Game-Making \ 5. Using Games Without Playing Them \ PSHE & Citizenship \ Theories and Philosophies \ Controversy \ 6. A Future In Computer Games \ You don't have to study it... \ Advice to Give to Students Wanting to Work in Computer Games \ Conclusion \ Index

About the Author :
Karen Anderson is Head of ICT, eSafety Co-ordinator and Senior Tutor at Queen Ethelburga's School, York, UK. She has taught in both secondary and further education in the state and independent sectors and draws on her experience, knowledge and love of teaching for her ideas. A passionate advocate for innovative ICT teaching in all areas, she specialises in computer games design and eSafety. Karen is a Child Exploitation and Online Protection (CEOP) Ambassador, and has contributed to several textbooks, exam board specifications and is a regular speaker at national conferences. She is a Trainer for Edexcel BTEC ICT and I&CT.


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Product Details
  • ISBN-13: 9781441136190
  • Publisher: Bloomsbury Publishing PLC (Digital)
  • Publisher Imprint: Bloomsbury Education
  • Language: English
  • ISBN-10: 1441136193
  • Publisher Date: 30 May 2013
  • Binding: Digital (delivered electronically)
  • No of Pages: 128


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