Choosing and Using Digital Games in the Classroom e-bog
265,81 DKK
(inkl. moms 332,26 DKK)
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 e...
E-bog
265,81 DKK
Forlag
Springer
Udgivet
29 september 2016
Genrer
Educational psychology
Sprog
English
Format
epub
Beskyttelse
LCP
ISBN
9783319122236
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.