By Richard E. Mayer
Read or Download Computer Games for Learning: An Evidence-Based Approach (MIT Press) PDF
Best video & electronic games books
We might imagine of games as being "fun," yet within the artwork of Failure, Jesper Juul claims that this can be virtually solely flawed. after we play games, our facial expressions are hardly ever these of happiness or bliss. in its place, we frown, grimace, and shout in frustration as we lose, or die, or fail to increase to the subsequent point.
Earlier and current collide in global of Warcraft's most modern enlargement, Warlords of Draenor. gamers needs to mount a cost on Draenor and defeat the Iron Horde sooner than the long run is unmade. With a degree ninety personality improve and the extent cap raised to a hundred, gamers can subscribe to and take their position between Warcraft's most interesting.
While humans examine international of Warcraft, they believe of a socially awkward, acne-faced teen with "no lifestyles. " Confessions of a Teenage Gamer demanding situations these stereotypes and indicates how a child from a filthy rich kinfolk with each chance at his fingertips ended up discovering himself in a game. Confessions of a Teenage Gamer is humorous in its sincere retellings of adlescent puberty, witty in its remark on wealthy suburban lifestyles, and suggestion frightening in a fashion that questions the that means at the back of good fortune and happiness.
*UNOFFICIAL GUIDE*Do you must dominate the sport and your rivals? Do you fight with making assets and money? do you need the easiest goods? do you want to grasp the best way to obtain and set up the sport? if this is the case, we've got you lined. we are going to stroll you thru the sport, offer specialist thoughts and assistance, in addition to all of the secrets and techniques within the video game.
- GAMENTREPRENEUR (French Edition)
- Dungeons and Dragons and Philosophy: Raiding the Temple of Wisdom (Popular Culture and Philosophy)
- Best Before: Videogames, Supersession and Obsolescence
- Connected Play: Tweens in a Virtual World (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning)
Additional resources for Computer Games for Learning: An Evidence-Based Approach (MIT Press)
Computer Games for Learning: An Evidence-Based Approach (MIT Press) by Richard E. Mayer