Choosing and Using Digital Games in the Classroom

£69.99

Choosing and Using Digital Games in the Classroom

A Practical Guide

Educational psychology Educational equipment and technology, computer-aided learning (CAL)

Author: Katrin Becker

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Collection: Advances in Game-Based Learning

Language: English

Published by: Springer

Published on: 29 September 2016

Format: LCP-protected ePub

Size: 5 Mb

ISBN: 9783319122236


Overview

This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary.

History and Context

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.

Methods and Guidance

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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