
Choosing and Using Digital Games in the Classroom
Format: Hardcover
ISBN13: 9783319122229
Hardcover|9783319122229
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Overview
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.
| ISBN-13 | 9783319122229 |
|---|---|
| ISBN-10 | 3319122223 |
| Weight | 2.31 Pounds |
| Dimensions | 6.25 x 1.00 x 9.25 In |
| List Price | $119.99 |
| Edition | 1st Edition |
| Format | Hardcover |
|---|---|
| Language | English |
| Pages | xxv, 411 pages |
| Publisher | Springer |
| Published On | 2016-10-07 |
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Alibris
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Print on demand Contains: Illustrations, color. Advances in Game-Based Learning . XXV, 411 p. 106 i...
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Access codes and supplements are not guaranteed with used items. May be an ex-library book.
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