Choosing and Using Digital Games in the Classroom

A Practical Guide

Katrin Becker author

Format:Hardback

Publisher:Springer International Publishing AG

Published:7th Oct '16

Should be back in stock very soon

This hardback is available in another edition too:

Choosing and Using Digital Games in the Classroom cover

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.

ISBN: 9783319122229

Dimensions: unknown

Weight: unknown

411 pages

1st ed. 2017