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

    • US$69.99
    • US$69.99

출판사 설명

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.

장르
전문직 및 기술
출시일
2016년
9월 29일
언어
EN
영어
길이
436
페이지
출판사
Springer International Publishing
판매자
Springer Nature B.V.
크기
7.7
MB
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