Choosing and Using Digital Games in the Classroom : A Practical Guide
Softcover reprint of the original 1st ed. 2017
Book Details
Format
Paperback / Softback
Book Series
Advances in Game-Based Learning
ISBN-10
3319791753
ISBN-13
9783319791753
Edition
Softcover reprint of the original 1st ed. 2017
Publisher
Springer International Publishing AG
Imprint
Springer International Publishing AG
Country of Manufacture
GB
Country of Publication
GB
Publication Date
Jun 14th, 2018
Print length
411 Pages
Ksh 12,600.00
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Quality
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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.
Get Choosing and Using Digital Games in the Classroom by at the best price and quality guaranteed only at Werezi Africa's largest book ecommerce store. The book was published by Springer International Publishing AG and it has pages.