"Squire draws on 15+ years of experience to describe how games are developed and deployed in the classroom"-- Introduction -- Designing games for impact in context -- Crowd-sourcing knowledge games in science -- Fair play : Scaling teams for impact -- ProgenitorX : Zombies, stem cells & assessment -- Games for healthy minds -- Games, design, schools, and markets -- Private-public partnerships for scale -- Conclusion -- Coda : Making impact in universities.
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CITATION STYLE
Squire, K. (2021). Making Games for Impact. Making Games for Impact. The MIT Press. https://doi.org/10.7551/mitpress/12883.001.0001