{"title":"指南、问题和注意事项","authors":"Karen Schrier","doi":"10.1093/OSO/9780190926106.003.0013","DOIUrl":null,"url":null,"abstract":"Chapter 13 describes the practical and logistical considerations of playing and using games in the classroom, in remote learning environments, or in other educational contexts. This includes how games are chosen for students and curricula, as well as the additional activities around and during games. A table in this chapter outlines different categories of questions to ask about incorporating games into learning experiences, including questions about technological constraints, teacher expertise, gameplay, and student needs. Finally, this chapter covers some assessment considerations, such as what types of ways learning may be assessed through and around the game.","PeriodicalId":369055,"journal":{"name":"We the Gamers","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Guidelines, Questions, and Considerations\",\"authors\":\"Karen Schrier\",\"doi\":\"10.1093/OSO/9780190926106.003.0013\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Chapter 13 describes the practical and logistical considerations of playing and using games in the classroom, in remote learning environments, or in other educational contexts. This includes how games are chosen for students and curricula, as well as the additional activities around and during games. A table in this chapter outlines different categories of questions to ask about incorporating games into learning experiences, including questions about technological constraints, teacher expertise, gameplay, and student needs. Finally, this chapter covers some assessment considerations, such as what types of ways learning may be assessed through and around the game.\",\"PeriodicalId\":369055,\"journal\":{\"name\":\"We the Gamers\",\"volume\":\"13 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-06-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"We the Gamers\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1093/OSO/9780190926106.003.0013\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"We the Gamers","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1093/OSO/9780190926106.003.0013","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Chapter 13 describes the practical and logistical considerations of playing and using games in the classroom, in remote learning environments, or in other educational contexts. This includes how games are chosen for students and curricula, as well as the additional activities around and during games. A table in this chapter outlines different categories of questions to ask about incorporating games into learning experiences, including questions about technological constraints, teacher expertise, gameplay, and student needs. Finally, this chapter covers some assessment considerations, such as what types of ways learning may be assessed through and around the game.