Choosing and Using Digital Games in the Classroom: A Practical Guide (Advances in Game-Based Learning)
Katrin Becker
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Description for Choosing and Using Digital Games in the Classroom: A Practical Guide (Advances in Game-Based Learning)
Hardcover. Series: Advances in Game-Based Learning. Num Pages: 250 pages, 45 black & white illustrations, biography. BIC Classification: JNT; JNV. Category: (P) Professional & Vocational. Dimension: 235 x 155. .
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.
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.
Product Details
Format
Hardback
Publication date
2016
Publisher
Springer
Condition
New
Series
Advances in Game-Based Learning
Number of Pages
411
Place of Publication
Cham, Switzerland
ISBN
9783319122229
SKU
V9783319122229
Shipping Time
Usually ships in 15 to 20 working days
Ref
99-15
About Katrin Becker
Dr. Katrin Becker is an internationally known expert in the design and analysis of Serious Games. With over 30 years of teaching experience in Science, Engineering, Education, and Art, she has taught computer science, videogame design, digital game-based learning, and technical writing. Her teaching innovations have been internationally recognized and she is widely published in the areas of computer science ... Read more
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