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Choosing and Using Digital Games in the Classroom: A Practical Guide
Contributor(s): Becker, Katrin (Author)
ISBN: 3319122223     ISBN-13: 9783319122229
Publisher: Springer
OUR PRICE:   $113.99  
Product Type: Hardcover - Other Formats
Published: October 2016
Qty:
Additional Information
BISAC Categories:
- Computers | Educational Software
- Education | Computers & Technology
- Education | Educational Psychology
Dewey: 371.334
Series: Advances in Game-Based Learning
Physical Information: 1" H x 6.14" W x 9.21" (1.74 lbs) 411 pages
 
Descriptions, Reviews, Etc.
Publisher 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.