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portada Choosing and Using Digital Games in the Classroom: A Practical Guide
Type
Physical Book
Publisher
Language
English
Pages
411
Format
Paperback
Dimensions
23.4x15.6x2.3 cm
Weight
0.61 kg.
ISBN13
9783319791753

Choosing and Using Digital Games in the Classroom: A Practical Guide

Katrin Becker (Author) · Springer · Paperback

Choosing and Using Digital Games in the Classroom: A Practical Guide - Becker, Katrin

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Synopsis "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, 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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All books in our catalog are Original.
The book is written in English.
The binding of this edition is Paperback.

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