Choosing and Using Digital Games in the Classroom: A Practical Guide (Advances in Game-Based Learning #1)
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- Synopsis
- 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.
- Copyright:
- 2017
Book Details
- Book Quality:
- Publisher Quality
- ISBN-13:
- 9783319122236
- Related ISBNs:
- 9783319122229
- Publisher:
- Springer International Publishing, Cham
- Date of Addition:
- 07/18/18
- Copyrighted By:
- Springer
- Adult content:
- No
- Language:
- English
- Has Image Descriptions:
- No
- Categories:
- Nonfiction, Computers and Internet, Technology, Education
- Submitted By:
- Bookshare Staff
- Usage Restrictions:
- This is a copyrighted book.
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- by Katrin Becker
- in Nonfiction
- in Computers and Internet
- in Technology
- in Education