Choosing and Using Digital Games in the Classroom A Practical Guide

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, inclu...

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Detalles Bibliográficos
Autor principal: Becker, Katrin (-)
Autor Corporativo: SpringerLink (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Cham : Springer International Publishing 2017.
Colección:Advances in Game-Based Learning.
Springer eBooks.
Acceso en línea:Conectar con la versión electrónica
Ver en Universidad de Navarra:https://innopac.unav.es/record=b35688336*spi
Descripción
Sumario: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.
Descripción Física:XXV, 411 p. : 106 il. col
Formato:Forma de acceso: World Wide Web.
ISBN:9783319122236