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Choosing and Using Digital Games in the Classroom
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Choosing and Using Digital Games in the Classroom : A Practical Guide

1st ed. 2017

Book Details

Format Hardback or Cased Book
ISBN-10 3319122223
ISBN-13 9783319122229
Edition 1st ed. 2017
Publisher Springer International Publishing AG
Imprint Springer International Publishing AG
Country of Manufacture CH
Country of Publication GB
Publication Date Oct 7th, 2016
Print length 411 Pages
Weight 808 grams
Dimensions 16.70 x 24.20 x 3.40 cms
Ksh 18,000.00
Werezi Extended Catalogue 0 in stock

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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.
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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