Choosing and Using Digital Games in the Classroom: A Practical Guide Contributor(s): Becker, Katrin (Author) |
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ISBN: 3319122223 ISBN-13: 9783319122229 Publisher: Springer OUR PRICE: $113.99 Product Type: Hardcover - Other Formats Published: October 2016 |
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. |