Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom

EnglishHardbackPrint on demand
Becker Katrin
Springer, Berlin
EAN: 9783319122229
Print on demand
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Detailed information

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.
EAN 9783319122229
ISBN 3319122223
Binding Hardback
Publisher Springer, Berlin
Publication date October 7, 2016
Pages 411
Language English
Dimensions 235 x 155
Country Switzerland
Readership Professional & Scholarly
Authors Becker Katrin
Illustrations XXV, 411 p. 106 illus. in color.
Edition 1st ed. 2017
Series Advances in Game-Based Learning