Choosing and Using Digital Games in the Classroom - A Practical Guide (Hardcover, 1st ed. 2017)


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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Product Description

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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Product Details

General

Imprint

Springer International Publishing AG

Country of origin

Switzerland

Series

Advances in Game-Based Learning

Release date

October 2016

Availability

Expected to ship within 12 - 17 working days

First published

2017

Authors

Dimensions

235 x 155 x 34mm (L x W x T)

Format

Hardcover

Pages

411

Edition

1st ed. 2017

ISBN-13

978-3-319-12222-9

Barcode

9783319122229

Categories

LSN

3-319-12222-3



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