000 -LEADER |
fixed length control field |
02165nam a22003615i 4500 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
OSt |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20140310145548.0 |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION |
fixed length control field |
cr nn 008mamaa |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
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111112s2011 ne | s |||| 0|eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9789460914607 |
|
978-94-6091-460-7 |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER |
Classification number |
LC8-6691 |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
371.33 |
Edition number |
23 |
264 #1 - |
-- |
Rotterdam : |
-- |
SensePublishers, |
-- |
2011. |
912 ## - |
-- |
ZDB-2-SHU |
100 1# - MAIN ENTRY--PERSONAL NAME |
Personal name |
Khine, Myint Swe. |
Relator term |
editor. |
245 10 - IMMEDIATE SOURCE OF ACQUISITION NOTE |
Title |
Playful Teaching, Learning Games |
Medium |
[electronic resource] : |
Remainder of title |
New Tool for Digital Classrooms / |
Statement of responsibility, etc |
edited by Myint Swe Khine. |
300 ## - PHYSICAL DESCRIPTION |
Extent |
IX, 133p. |
Other physical details |
online resource. |
440 1# - SERIES STATEMENT/ADDED ENTRY--TITLE |
Title |
Contemporary Approaches to Research in Learning Innovations ; |
Volume number/sequential designation |
5 |
520 ## - SUMMARY, ETC. |
Summary, etc |
Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM |
Topical term or geographic name as entry element |
Education. |
|
Topical term or geographic name as entry element |
Education. |
|
Topical term or geographic name as entry element |
Educational Technology. |
710 2# - ADDED ENTRY--CORPORATE NAME |
Corporate name or jurisdiction name as entry element |
SpringerLink (Online service) |
773 0# - HOST ITEM ENTRY |
Title |
Springer eBooks |
856 40 - ELECTRONIC LOCATION AND ACCESS |
Uniform Resource Identifier |
http://dx.doi.org/10.1007/978-94-6091-460-7 |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Source of classification or shelving scheme |
|
Item type |
E-Book |