It takes the average reader 4 hours and 28 minutes to read Games: Purpose and Potential in Education by Christopher Thomas Miller
Assuming a reading speed of 250 words per minute. Learn more
The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning. This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
Games: Purpose and Potential in Education by Christopher Thomas Miller is 259 pages long, and a total of 67,081 words.
This makes it 87% the length of the average book. It also has 82% more words than the average book.
The average oral reading speed is 183 words per minute. This means it takes 6 hours and 6 minutes to read Games: Purpose and Potential in Education aloud.
Games: Purpose and Potential in Education is suitable for students ages 12 and up.
Note that there may be other factors that effect this rating besides length that are not factored in on this page. This may include things like complex language or sensitive topics not suitable for students of certain ages.
When deciding what to show young students always use your best judgement and consult a professional.
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