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:

3319791753

ISBN-13:

9783319791753

Author(s): Becker, Katrin
Edition: Softcover reprint of the original 1st ed. 2017
Released: Jun 14, 2018
Publisher: Springer
Format: Paperback, 436 pages
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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.

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