1 cuota de $9.000 sin interés | CFT: 0,00% | TEA: 0,00% | Total $9.000 |
3 cuotas de $3.000 sin interés | CFT: 0,00% | TEA: 0,00% | Total $9.000 |
2 cuotas de $5.350,50 | Total $10.701 | |
6 cuotas de $2.040,90 | Total $12.245,40 | |
9 cuotas de $1.517,90 | Total $13.661,10 | |
12 cuotas de $1.233,68 | Total $14.804,10 | |
24 cuotas de $900 | Total $21.600 |
3 cuotas de $3.682,50 | Total $11.047,50 |
3 cuotas de $3.834,90 | Total $11.504,70 | |
6 cuotas de $2.112 | Total $12.672 |
6 cuotas de $2.127,15 | Total $12.762,90 | |
9 cuotas de $1.591,70 | Total $14.325,30 | |
12 cuotas de $1.303,58 | Total $15.642,90 |
18 cuotas de $1.002,15 | Total $18.038,70 |
1 cuota de $9.000 sin interés | CFT: 0,00% | TEA: 0,00% | Total $9.000 |
DAVID WILLIAMSON SHAFFER
HOW COMPUTER GAMES HELP CHILDREN LEARN
MACMILLAN
Páginas: 242
Altura:
Ancho:
Lomo:
Peso: 0.3 kgs.
ISBN: 978-0-230-60252-6
Estado: Nuevo
This book looks at how particular video and computer games--such as Digital Zoo, The Pandora Project, SodaConstructor, and more--can help teach our children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they need to succeed in a changing world.