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Choosing and Using Digital Games in the Classroom

A Practical Guide

Language EnglishEnglish
E-book Adobe ePub DRM
E-book Choosing and Using Digital Games in the Classroom Katrin Becker
Libristo code: 41035260
Publishers Springer, September 2016
This book presents an in-depth overview of the uses of digital games in education, from K-12 up thro... Full description
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93.52 €
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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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About the book

Full name Choosing and Using Digital Games in the Classroom
Author Katrin Becker
Language English
Binding E-book - Adobe ePub DRM
Date of issue 2016
EAN 9783319122236
Libristo code 41035260
Publishers Springer
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