Learning in Real And Virtual Worlds: Commercial Video Games as Educational Tools

God in the Machine: Video Games as Spiritual Pursuit  eBooks & eLearning

Posted by arundhati at July 13, 2016
God in the Machine: Video Games as Spiritual Pursuit

Liel Leibovitz, "God in the Machine: Video Games as Spiritual Pursuit"
2014 | ISBN-10: 1599474379, 1599474816 | 144 pages | PDF | 1 MB

ActionScript for Multiplayer Games and Virtual Worlds (Repost)  eBooks & eLearning

Posted by leonardo78 at Dec. 11, 2015
ActionScript for Multiplayer Games and Virtual Worlds (Repost)

ActionScript for Multiplayer Games and Virtual Worlds
Publisher: New Riders | 2009 | ISBN: 0321643364 | 312 pages | PDF | 24,8 MB

The demand for multiplayer games and virtual worlds has exploded over the last few years. Not only do companies want them for site stickiness through social networking, but developers have tremendous interest in exploring this niche area.
The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't

Nick Yee, "The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't"
English | ISBN: 0300190999, 0300212720 | 2014 | 264 pages | PDF | 1 MB

ActionScript for Multiplayer Games and Virtual Worlds by Jobe Makar  eBooks & eLearning

Posted by tanas.olesya at March 27, 2015
ActionScript for Multiplayer Games and Virtual Worlds by Jobe Makar

ActionScript for Multiplayer Games and Virtual Worlds by Jobe Makar
English | Aug 2, 2009 | ISBN: 0321643364 | 294 Pages | PDF | 24 MB

The demand for multiplayer games and virtual worlds has exploded over the last few years. Not only do companies want them for site stickiness through social networking, but developers have tremendous interest in exploring this niche area.

The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't  eBooks & eLearning

Posted by tarantoga at March 27, 2015
The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't

Nick Yee, "The Proteus Paradox: How Online Games and Virtual Worlds Change Us—And How They Don't"
ISBN: 0300190999, 0300212720 | 2014 | EPUB | 264 pages | 2 MB

Mathematics Education for a New Era: Video Games as a Medium for Learning [Repost]  eBooks & eLearning

Posted by ChrisRedfield at Nov. 6, 2014
Mathematics Education for a New Era: Video Games as a Medium for Learning [Repost]

Keith Devlin - Mathematics Education for a New Era: Video Games as a Medium for Learning
Published: 2011-02-25 | ISBN: 1568814313 | PDF | 218 pages | 3 MB

Computer Games as Educational and Management Tools: Uses and Approaches (repost)  eBooks & eLearning

Posted by Veslefrikk at July 27, 2014
Computer Games as Educational and Management Tools: Uses and Approaches (repost)

Computer Games as Educational and Management Tools: Uses and Approaches
Publisher: IGI Global | ISBN: 1609605691 | 2011 | PDF | 350 pages | 6.2 MB

Mathematics Education for a New Era: Video Games as a Medium (repost)  eBooks & eLearning

Posted by interes at June 2, 2014
Mathematics Education for a New Era: Video Games as a Medium (repost)

Mathematics Education for a New Era: Video Games as a Medium for Learning by Keith Devlin
English | 2011 | ISBN-10: 1568814313 | 218 pages | PDF | 3,4 MB

Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math.

Mathematics Education for a New Era: Video Games as a Medium for Learning  eBooks & eLearning

Posted by arundhati at July 4, 2013
Mathematics Education for a New Era: Video Games as a Medium for Learning

Keith Devlin, "Mathematics Education for a New Era: Video Games as a Medium for Learning"
2011 | ISBN-10: 1568814313 | 218 pages | PDF | 3,7 MB
Computer Games as Educational and Management Tools: Uses and Approaches (Repost)

Maria Manuela Cruz-Cunha, "Computer Games as Educational and Management Tools: Uses and Approaches"
English | 2011 | ISBN: 1609605691 | 350 pages | PDF | 6.2 MB