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Marina Mitkova Vasileva

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Prensky-How_Kids_Learn_to_Cooperate_in_Videogames.pdf (application/pdf Object) Com: Digital Game-Based Learning (9781557788634): Marc Prensky. Insight Publishers - European research dissemination. The success of any research project depends on its ability to bring its results to its market place and clearly demonstrate how these results will benefit its end users.

Insight Publishers - European research dissemination

This applies to all research, both basic and commercial, meaning all projects need a structured communications policy to best achieve these aims. The need for dissemination This need for dissemination is recognised by the European Commission, which explicitly requests that FP7 projects provide multimedia material as part as their dissemination plan as identified in the following clause from European Commission’s DG Information Society and Media – ICT for Sustainable Growth: “As part of their dissemination plan, the beneficiaries (of FP7 funding) commit to produce appealing multimedia material showcasing to the public at large the activities performed in the frame of this grant agreement.

EU Research Projects. Apples4theteacher. For Teachers – Google in Education. Library. Cloud ERP, Business Accounting Software, CRM, Ecommerce — NetSuite. What can we learn from games? 10 game mechanics that will make your... Game Mechanics. What are the different (common) game elements used in games? International Journal of Game-Based Learning (IJGBL) (2155-6849)(2155-6857): Patrick Felicia. Description The International Journal of Game-Based Learning (IJGBL) is devoted to the theoretical and empirical understanding of game-based learning.

International Journal of Game-Based Learning (IJGBL) (2155-6849)(2155-6857): Patrick Felicia

To achieve this aim, the journal publishes theoretical manuscripts, empirical studies, and literature reviews. The journal publishes this multidisciplinary research from fields that explore the cognitive and psychological aspects that underpin successful educational video games. The target audience of the journal is composed of professionals and researchers working in the fields of educational games development, e-learning, technology-enhanced education, multimedia, educational psychology, and information technology. IJGBL promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of Game-Based Learning environments. Games for Change is the leading global advocate for supporting and making games for social impact. Five-Minute Film Festival: Game-Based Learning.

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Create a teacher Portfolio! TEDEducation. Marketing Solutions for School Technology News and Resources Serving K-12 and Higher-Ed Educators. Secure Social Learning Network for Teachers and Students. Vasilevamarina1. Marina Vasileva. Marina Vasileva. Pearltrees videos. Getting started.