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Deepening Content Knowledge, Finding Meaning in Complex Text, and Using Games to Engage, 21st Century High School Learners: Is it Possible to Kill Three Birds with One Design Model
Oleh:
Norton, Priscilla
;
Hathaway, Dawn
Jenis:
Article from Bulletin/Magazine - ilmiah internasional
Dalam koleksi:
Educational Technology: The Magazine for Managers of Change in Education vol. 52 no. 03 (May 2012)
,
page 3-13.
Topik:
content knowledge
;
complex text
;
learners
;
game play
;
game design
Ketersediaan
Perpustakaan PKPM
Nomor Panggil:
E22.1
Non-tandon:
1 (dapat dipinjam: 0)
Tandon:
tidak ada
Lihat Detail Induk
Isi artikel
In this article, the CLICK (Computer Games and Literacy Integrated with Content knowledge) design model for high school education is proposed and developed as an instructional response to concerns about content coverage versus deeper content knowledge, learners' technology habits. The literature is reviewed to support linking game play, game design, and complex text as a representation of expertise in order to provide opportunities for robust content learning. The CLICK design model is presented, and domains for further study are identified.
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