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1. How to change the games children play [1980]
- Morris, G. S. Don.
- 2d ed. - Minneapolis : Burgess Pub. Co., 1980.
- Description
- Book — x, 158 p. : ill. ; 22 cm.
- Online
SAL3 (off-campus storage)
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LB1137.M675 1980 | Available |
- Hod, Borys, author.
- Poltava : Vydavnyt͡stvo PNPU imeni V.H. Korolenka, 2015.
- Description
- Book — 182 pages : illustrations ; 20 cm
- Online
SAL3 (off-campus storage)
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LB1029 .G3 H63 2015 | Available |
- Dotson, Kaye Bennett, author.
- Lanham : Rowman & Littlefield, [2020]
- Description
- Book — 1 online resource (ix, 165 pages)
- Summary
-
- Acknowledgment Introduction
- Part 1 Childhood: A Time to Keep
- Chapter 1. Children and Play: The work of Children
- Chapter 2. Fun & Games: Theoretical Basis for Playing Traditional Games
- Chapter 3. Adult & Educator Support for the Important Work of Childhood
- Chapter 4. Educators Helping Children Preserve the Games
- Chapter 5. To Begin to Play Part II Games to Play
- Chapter 6. Games of Chase and Tag
- Chapter 7. Games of Song and Dance, Rhyme and Rhythm
- Chapter 8. String Games
- Chapter 9. Blindfold Games
- Chapter 10. Guessing Games
- Chapter 11. Jumping, Skipping Games
- Chapter 12. Cops and Robbers
- Chapter 13. Games with Corners, Squares, or Rectangles
- Chapter 14. Relay Games
- Chapter 15. Marbles and Jacks
- Chapter 16. Memory or Directional Games
- Chapter 17. National Ball Games and Informal Game Adaptions
- Chapter 18. Lawn Games: Wickets, Balls, & Mallets
- Chapter 19. Beanbag Games
- Chapter 20. Pretend and Make-Believe Games
- Chapter 21. Board Games Conclusion Appendix A: Resources for Parents, Teachers, and Youth Leaders Appendix B: Sample Field Day Fun Schedule Appendix C: Sample Field Day Schedule Bibliography.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
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- EBSCOhost Access limited to 1 user
- Google Books (Full view)
4. Learning, education and games [2014 - ]
- [Pittsburgh, Pa.] : ETC Press, [2014]-
- Description
- Book — volumes : illustrations ; 25 cm
- Summary
-
- volume one. Curricular and design considerations
- Online
Education Library (Cubberley)
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LB1029 .G3 L43 2014 V.1 | Unknown |
- New York : Routledge, Taylor & Francis Group, 2014.
- Description
- Book — x, 214 pages : illustrations ; 23 cm
- Summary
-
- Introduction Alex Moseley and Nicola Whitton
- Chapter 1 Dicing with curricula: the creation of a board game to speed up the course creation process. Alex Moseley
- Chapter 2 The 'Mutation Game' - a versatile educational tool Cas Kramer, Nicola Suter-Giorgini, Karen Moss, Eoin Gill and Sheila Donegan
- Chapter 3 Three boys and a chess set Fiona Trapani and Liz Hinds
- Chapter 4 Game-based learning as a vehicle to teach and assess first aid competencies Nathalie Charlier
- Chapter 5 A Game of Phones design, development & delivery case study Kris Rockwell and Alicia Sanchez
- Chapter 6 From idea to product - a board game for preschoolers Paivi Marjanen and Ilkka Monkkonen
- Chapter 7 Adventure initiative games: playing towards social competence Jule Hildmann
- Chapter 8 An artist's approach to board games Sam Ingleson
- Chapter 9 Simulation game: taking the horses to water Ivar Mannamaa
- Chapter 10 Larps in high schools J. Tuomas Harviainen and Ritva Savonsaari
- Chapter 11 War of Worlds - an interactive board game about life beyond Earth Barbara Ottolini and Cas Kramer
- Chapter 12 Contexts and concepts: crafty ways to consider challenging topics Claire Hamshire and Rachel Forsyth
- Chapter 13 Building Soma: the development, release and postmortem of Healing Blade, a novel infectious disease card battle game Arun Mathews
- Chapter 14 Designing card and board games Alan Paull
- About the contributors.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
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LB1029 .G3 N465 2014 | Unknown |
- 1. ed. - Milano : UNICOPLI, 2012.
- Description
- Book — 177 p. : ill ; 21 cm.
- Online
Education Library (Cubberley)
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LB1029 .G3 V53 2012 | Unknown |
7. Interdisciplinary models and tools for serious games : emerging concepts and future directions [2010]
- Hershey, PA : Information Science Reference, c2010.
- Description
- Book — xxv, 403 p. : ill. ; 29 cm.
- Summary
-
Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions brings cross-disciplinary awareness into the study of games and learning by integrating theoretical models and myriad concepts from distinct fields of study, and applying them to digital game-based learning. Offering unique perspectives from authors worldwide, this book will provide insight and inspiration for technology educators, designers of educational or serious games, and anyone working or conducting research in the field of serious gaming.
(source: Nielsen Book Data)
- Online
Education Library (Cubberley)
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LB1029 .G3 I68 2010 | Unknown |
- Vancouver, B.C. : Dept. of Computer Science and Dept. of Math and Science Education, University of British Columbia ; Kingston, Ont. : Faculty of Education, Queen's University, [1994]
- Description
- Book — 19 p. ; 28 cm.
- Online
SAL3 (off-campus storage)
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LB1029 .G3 E97 1994 | Available |
- Cratty, Bryant J.
- 2nd ed. - Englewood Cliffs, N.J. : Prentice-Hall, c1985.
- Description
- Book — xii, 163 p. : ill. ; 24 cm.
- Online
SAL3 (off-campus storage)
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LB1029.G3 C7 1985 | Available |
10. Frame games [1980]
- Stolovitch, Harold D.
- Englewood Cliffs, N.J. : Educational Technology Publications, c1980.
- Description
- Book — xiv, 102 p. : ill. ; 24 cm.
- Online
SAL3 (off-campus storage)
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LB1029.G3 S76 1980 | Available |
- Kamii, Constance.
- Washington, D.C. : National Association for the Education of Young Children, c1980.
- Description
- Book — xiv, 256 p. : ill. ; 26 cm.
- Online
SAL3 (off-campus storage)
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LB1140.35.E36 K35 | Available |
- Springfield, Ill., C.C.Thomas [1974]
- Description
- Book — xiv,375 p. illus. 24cm.
- Online
SAL3 (off-campus storage)
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LB1029 .G3 G35 | Available |
- Belch, Jean.
- Detroit, Gale Research Co. [1973-1974]
- Description
- Book — 2 v. 29 cm.
- Summary
-
- v. 1. Directory.--
- v. 2. Bibliography.
- Online
Education Library (Cubberley), SAL3 (off-campus storage)
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LB1029 .G3 B44 V.1 | Available |
- Kalmpourtzis, George, author.
- Boca Raton, FL : CRC Press, Taylor & Francis Group, [2019]
- Description
- Book — xv, 343 pages : illustrations ; 27 cm
- Summary
-
- Section I - Educational game design essentials. Ch
- 1. Designing learning experiences. Ch 2 The magic powers of the game designer. Ch 3 Pedagogy and Games.
- Section II -Let's make a Game! Ch 4 IThe Game Core. Ch 5 Where to Start. Ch 6 Let's Make a Game!. Ch
- 7 A closer look at game mechanics. Ch
- 8. Games as reflection tools. Ch 9 IKnowing Your Audience. Ch
- 10. The dynamics of single player and multiplayer games. Ch 11 Storytelling.
- Section III - Level Up!.Ch 12
- 12. Games as systems of information, Ch 13
- 13. Game aesthetics. Ch 14
- 14. Game testing and feedback. Ch 15 Game Over.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
Education Library (Cubberley)
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LB1029 .G3 K34 2019 | Unknown |
- Singapore : Springer, [2015]
- Description
- Book — 1 online resource : illustrations. Digital: text file; PDF.
- Summary
-
- A evaluation of 3D Character Reflectance and realistic implementation for FPS Game
- Play it Safe: a situational game for occupational safety
- Capacity building in water with serious games
- The Future of Immersive Technologies and Serious Games
- User Generated Character Behaviors in Educational games
- Can we play with ADHD? An Alternative Game-Based Treatment for Inattentive Symptoms in Attention Deficit Hyperactivity Disorder
- Associating Sport Skills through Virtual Games: An Introductory Approach
- Technology Acceptance of THAI Primary Student On OUTDOOR Learning Activity Using Mobile Device
- Ergonomic Criteria for Creating Online Educational Games for Seniors
- EEG-Based Serious Games.
- New York, NY : Humongous Entertainment, c2001.
- Description
- Software/Multimedia — 1 CD-ROM : sd., col. ; 4 3/4 in.
- Summary
-
"A huge hairspray space station is blasting vile vapors into the ozone, putting Earth at the mercy of the sun's rays. With her paw on the nozzle, Poodles Galore unleashes her plot to corner the sunscreen market. It's up to SPY Fox and his friends to "can" Poodles and save the planet"--Jewel case.
- Online
Media & Microtext Center
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ZMS 2217 | Unknown |
17. Computer games and instruction [2011]
- Charlotte, N.C. : Information Age Pub., c2011.
- Description
- Book — xi, 551 p. : ill. ; 25 cm.
- Summary
-
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students' reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.
(source: Nielsen Book Data)
- Online
Education Library (Cubberley)
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LB1029 .G3 C67 2011 | Unknown |
18. Onnain keim, kyoyuk kwa son chapta [2008]
- 온라인 게임, 교육 과 손 잡다
- Sŏul-si : Han'gyŏngsa, 2008. 서울시 : 한경사, 2008.
- Description
- Book — 285 p. : ill. ; 24 cm.
- Online
East Asia Library
East Asia Library | Status |
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LB1029 .G3 O55 2008 | Unknown |
- Leiden ; Boston : Brill Sense, [2020]
- Description
- Book — xiii, 110 pages : illustrations, maps ; 25 cm
- Summary
-
- Foreword Donna E. Alvermann List of Figures Notes on Contributors Introduction: Gaming Literacies and the Boundaries of Play Antero Garcia, Jennifer S. Dail and Shelbie Witte
- PART 1: Methodological Investigations in Literacies Research Introduction to
- Part 1: Methodological Investigations in Literacies Research Antero Garcia, Jennifer S. Dail and Shelbie Witte
- 1 Inform, Perform, Transform: Modeling In-School Youth Participatory Action Research through Gameplay Antero Garcia
- 2 How Youth Can Use Gaming as an Act of Creation Jennifer Wyld
- 3 Digital Literacy Practices for a Gaming Generation: Commercial Gaming Lessons from Adolescent Gamers Jason A. Engerman, Robert Hein, Nate Turcotte and Alison Carr-Chellman
- 4 Literacies of Play: Blazing the Trail, Unchartered Territories, and Hurrying Up - #TeamLaV's Interview with James Paul Gee Raul Alberto Mora, James Paul Gee, Michael Hernandez, Sebastian Castano, Tyrone Steven Orrego and Daniel Ramirez
- PART 2: Playful Explorations Introduction to
- Part 2: Playful Explorations Antero Garcia, Jennifer S. Dail and Shelbie Witte
- 5 Building Civic Literacy in the English Language Arts through Geospatial Play Ellen Middaugh and Jolynn A. Asato
- 6 Projective Worlds: Minecraft and Mcalagaesia Laura D'Aveta
- 7 Literacy Practice and Play: Participatory Culture in the MMORPG, FFXIV: A Realm Reborn Shannon R. Mortimore-Smith
- Index.
- (source: Nielsen Book Data)
(source: Nielsen Book Data)
- Online
Education Library (Cubberley)
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LB1028.75 .S78 2020 | Unknown |
20. Simulation in the classroom: an introduction to role-play, games and simulation in education [1972]
- Taylor, John Laverack, 1937-
- Harmondsworth, Penguin, 1972.
- Description
- Book — 190 p. illus., forms, maps. 18 cm.
- Online
SAL3 (off-campus storage)
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LB1029 .S53 T36 | Available |
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