Choosing and Using Digital Games in the Classroom

A Practical Guide

Specificaties
Gebonden, 250 blz. | Engels
Springer International Publishing | 2015e druk, 2016
ISBN13: 9783319122229
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Springer International Publishing 2015e druk, 2016 9783319122229
Onderdeel van serie Advances in Game-Based Learning
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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.

Specificaties

ISBN13:9783319122229
Taal:Engels
Bindwijze:gebonden
Aantal pagina's:250
Uitgever:Springer International Publishing
Druk:2015

Inhoudsopgave

Part One Context.- What Is It About Games?.- Digital Game-Based Learning: Learning With Games.- Digital Game Pedagogy: Teaching With Games.- Part Two Choosing Games.- Commercial Off-The-Shelf Games (COTS).- A Magic Bullet.- Evaluating Games.- 4PEG In Action.- Part Three Using Games.- Designing Game Based Pedagogy.- Game Based Lessons.- Creating DGBL Lesson Plans & Curricula.- End Game.- Supplementary Materials. 

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€ 132,99
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        Choosing and Using Digital Games in the Classroom