Becker Choosing and Using Digital Games in the Classroom
1. Auflage 2017
ISBN: 978-3-319-12223-6
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
A Practical Guide
E-Book, Englisch, 429 Seiten, eBook
Reihe: Advances in Game-Based Learning
ISBN: 978-3-319-12223-6
Verlag: Springer International Publishing
Format: PDF
Kopierschutz: 1 - PDF Watermark
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.
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Part One Context.- What Is It About Games?.- Digital Game-Based Learning: Learning With Games.- Digital Game Pedagogy: Teaching With Games.- Part Two Choosing Games.- Commercial Off-The-Shelf Games (COTS).- A Magic Bullet.- Evaluating Games.- 4PEG In Action.- Part Three Using Games.- Designing Game Based Pedagogy.- Game Based Lessons.- Creating DGBL Lesson Plans & Curricula.- End Game.- Supplementary Materials.