Choosing and Using Digital Games in the Classroom: A Practical Guide (Advances in Game-Based Learning)

Choosing and Using Digital Games in the Classroom: A Practical Guide (Advances in Game-Based Learning) image
ISBN-10:

3319122223

ISBN-13:

9783319122229

Author(s): Becker, Katrin
Edition: 1st ed. 2017
Released: Oct 07, 2016
Publisher: Springer
Format: Hardcover, 436 pages
to view more data

Description:

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.











We're an Amazon Associate. We earn from qualifying purchases at Amazon and all stores listed here.