Choosing and Using Digital Games in the Classroom Choosing and Using Digital Games in the Classroom
Advances in Game-Based Learning

Choosing and Using Digital Games in the Classroom

A Practical Guide

    • 67,99 €
    • 67,99 €

Beschreibung des Verlags

This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary.  Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience.  The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

GENRE
Gewerbe und Technik
ERSCHIENEN
2016
29. September
SPRACHE
EN
Englisch
UMFANG
436
Seiten
VERLAG
Springer International Publishing
GRÖSSE
7,7
 MB

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