Games In The Classroom: What the Research Says

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Descrição

The way we understand the expectations and promises of today’s game-based approaches will have a long-term impact on how we imagine and implement them in the future.
Games In The Classroom: What the Research Says
Game show classroom: Comparing Kahoot!, Quizizz, Quizlet Live and Gimkit - Ditch That Textbook
Games In The Classroom: What the Research Says
Teachers Surveyed on Using Digital Games in Class
Games In The Classroom: What the Research Says
29 Fun Last-Day-of-School Activities Your Students Will Love
Games In The Classroom: What the Research Says
Gaming as a teaching tool
Games In The Classroom: What the Research Says
Here's What the Research Says About Screen Time and School-Aged Kids
Games In The Classroom: What the Research Says
Blue Audience Response Infographic
Games In The Classroom: What the Research Says
How video games can help your child in the classroom after all
Games In The Classroom: What the Research Says
11 classic games and why to use them in class ‹ EF Teacher Zone
Games In The Classroom: What the Research Says
Benefits of Using Board Games in the Classroom
Games In The Classroom: What the Research Says
Using games in teaching
Games In The Classroom: What the Research Says
How to level-up education with video games research - Research and Innovation - Toronto Metropolitan University
Games In The Classroom: What the Research Says
A national survey on teaching with digital games
Games In The Classroom: What the Research Says
PDF] Gaming, Student Literacies, and the Composition Classroom: Some Possibilities for Transformation
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