TY - BOOK AU - Schaaf,Ryan AU - Mohan,Nicky TI - Making school a game worth playing: digital games in the classroom SN - 9781483375144 AV - LB1028.5 .S238 2014eb U1 - 371.33 23 PY - 2014///] CY - Thousand Oaks, California PB - Corwin KW - Computer-assisted instruction KW - Video games KW - Study and teaching KW - Internet games KW - Educational technology KW - Education KW - Effect of technological innovations on KW - Computer-Assisted Instruction KW - Educational Technology KW - Enseignement assisté par ordinateur KW - Jeux vidéo KW - Étude et enseignement KW - Jeux sur Internet KW - Technologie éducative KW - Éducation KW - Effets des innovations sur KW - EDUCATION KW - Administration KW - General KW - bisacsh KW - Organizations & Institutions KW - fast KW - Electronic books N1 - Includes bibliographical references and index; Digital games as learning tools? Game on! -- It's all about the game and how you play it -- The need for the 21st century fluencies -- Gaming's influence on developing 21st century fluencies -- Finding and evaluating digital games for the classroom -- Digital games and instruction -- Designing and creating games: a liberal arts experience -- The gamification of learning: gaming without the game -- The future of gaming and its impact on education N2 - Kids today live in a digitally connected world. Prepare your students for the new global economy by leveraging the technology they love and understand best. This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best - digital video games. With step-by-step strategies, you'll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom UR - https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=1046193 ER -