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Learning, Education & Games: Volume Three: 100 Games to Use in the Classroom & Beyond - cover image
Play Story Press

Learning, Education & Games: Volume Three: 100 Games to Use in the Classroom & Beyond

  • Karen Schrier (editor)
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Metadata
TitleLearning, Education & Games: Volume Three
Subtitle100 Games to Use in the Classroom & Beyond
ContributorKaren Schrier (editor)
DOIhttps://doi.org/10.17613/4xeg9-71x10
Landing pagehttps://playstorypress.org/books/learning-education-games-volume-three/
Licensehttps://creativecommons.org/licenses/by-nc-nd/4.0/
CopyrightPlay Story Press
PublisherPlay Story Press
Publication placePittsburgh, PA
Published on2025-07-03
ISBN978-1-300-06853-2 (Paperback)
Long abstract

Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach – what worked and didn’t work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

LanguageEnglish (Original)
THEMA
  • JNTR
BISAC
  • GAMES & ACTIVITIES / General
  • EDUCATION / Learning Styles
Keywords
  • education
  • games
  • learning
  • video games
  • commercial games
  • classroom
  • teaching
Locations
Landing PageFull text URLPlatform
Paperbackhttps://playstorypress.org/books/learning-education-games-volume-three/Landing pagePublisher Website
PDFhttps://playstorypress.org/books/learning-education-games-volume-three/Landing pagehttps://works.hcommons.org/records/cb1s0-3k046/files/LEG-3-Repository.pdf?download=1Full text URL

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