Choosing and Using Digital Games in the Classroom: A Practical Guide

Choosing and Using Digital Games in the Classroom: A Practical Guide

Author
Katrin Becker (auth.)
Publisher
Springer International Publishing
Language
English
Edition
1
Year
2017
Page
XXV, 411
ISBN
978-3-319-12222-9,978-3-319-12223-6
File Type
pdf
File Size
11.4 MiB

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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