Choosing and Using Digital Games in the Classroom
A Practical Guide
Format:Hardback
Publisher:Springer International Publishing AG
Published:7th Oct '16
Currently unavailable, and unfortunately no date known when it will be back
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.
ISBN: 9783319122229
Dimensions: unknown
Weight: 7804g
411 pages
1st ed. 2017