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

Choosing and Using Digital Games in the Classroom A Practical Guide This book presents an in depth overview of the uses of digital games in education from K up through post secondary Beginning with a look at the history of games in education and the context for di

  • Title: Choosing and Using Digital Games in the Classroom: A Practical Guide
  • Author: Katrin Becker
  • ISBN: 9783319122229
  • Page: 337
  • Format: Hardcover
  • 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 ofThis 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.

    • é Choosing and Using Digital Games in the Classroom: A Practical Guide ✓ Katrin Becker
      337 Katrin Becker

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