Playful Teaching, Learning Games (Record no. 109643)

000 -LEADER
fixed length control field 02335nam a22003975i 4500
001 - CONTROL NUMBER
control field 978-94-6091-460-7
003 - CONTROL NUMBER IDENTIFIER
control field DE-He213
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20140220083836.0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr nn 008mamaa
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 111112s2011 ne | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9789460914607
-- 978-94-6091-460-7
024 7# - OTHER STANDARD IDENTIFIER
Standard number or code 10.1007/978-94-6091-460-7
Source of number or code doi
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number LC8-6691
072 #7 - SUBJECT CATEGORY CODE
Subject category code YQT
Source bicssc
072 #7 - SUBJECT CATEGORY CODE
Subject category code EDU039000
Source bisacsh
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 371.33
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Khine, Myint Swe.
Relator term editor.
245 10 - TITLE STATEMENT
Title Playful Teaching, Learning Games
Medium [electronic resource] :
Remainder of title New Tool for Digital Classrooms /
Statement of responsibility, etc edited by Myint Swe Khine.
264 #1 -
-- Rotterdam :
-- SensePublishers,
-- 2011.
300 ## - PHYSICAL DESCRIPTION
Extent IX, 133p.
Other physical details online resource.
336 ## -
-- text
-- txt
-- rdacontent
337 ## -
-- computer
-- c
-- rdamedia
338 ## -
-- online resource
-- cr
-- rdacarrier
347 ## -
-- text file
-- PDF
-- rda
490 1# - SERIES STATEMENT
Series statement Contemporary Approaches to Research in Learning Innovations ;
Volume number/sequential designation 5
520 ## - SUMMARY, ETC.
Summary, etc Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Education.
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Education.
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Educational Technology.
710 2# - ADDED ENTRY--CORPORATE NAME
Corporate name or jurisdiction name as entry element SpringerLink (Online service)
773 0# - HOST ITEM ENTRY
Title Springer eBooks
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
Uniform title Contemporary Approaches to Research in Learning Innovations ;
Volume number/sequential designation 5
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier http://dx.doi.org/10.1007/978-94-6091-460-7
912 ## -
-- ZDB-2-SHU

No items available.

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