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Gaming Literacy
Thursday, June 14, 2007
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Bloom's Taxonomy of learning domain
A. Cognitive learning
1. Knowledge
2. Comprehension
3. Application
4. Analysis
5. Synthesis
6. Evaluation
B. Affective learning
C. Psychomotor learning
(Under construction)
Games collected in this web site are used to help educators understand gaming literacy. We are continue to update this site and will provide further explanation of gaming literacy.
Hui-Yin Hsu
Shiang-Kwei Wang
Labels
A COG: 1 Knowledge
(20)
A COG: 2 Comprehension
(20)
A COG: 3 Application
(13)
A COG: 4 Analysis
(10)
A COG: 5 Synthesis
(1)
A COG: 6 Evaluation
(1)
B Affective
(5)
C Psychomotor
(14)
Type: Action (organizing)
(5)
Type: Action (Racing)
(1)
Type: Action (shooting)
(2)
Type: Online Multiplayer
(5)
Type: Puzzle
(5)
Type: Role Playing Game
(1)
Type: Simulation (Imitation)
(4)
Type: Simulation (Nature)
(1)
Type: Simulation (Sports)
(4)
Type: Simulation (Strategy)
(4)
Type: Strategy
(2)
Games in Education Resources
2006 Video Game Report Card
FutureLab: Innovation in education
Game Research
Game Studies
Gamese & Learning
Learning in Video Games
Literature Review in Games and Learning
The impact of digital games in education (paper)
What does it mean to be game literate? (article)
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