Choosing and Using Digital Games in the Classroom - A Practical Guide (Paperback, Softcover reprint of the original 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

June 2018

Availability

Expected to ship within 10 - 15 working days

First published

2017

Authors

Dimensions

235 x 155 x 23mm (L x W x T)

Format

Paperback

Pages

411

Edition

Softcover reprint of the original 1st ed. 2017

ISBN-13

978-3-319-79175-3

Barcode

9783319791753

Categories

LSN

3-319-79175-3



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