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Choosing and using digital games in ...
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Becker, Katrin.
Choosing and using digital games in the classroom = a practical guide /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Choosing and using digital games in the classroom/ by Katrin Becker.
Reminder of title:
a practical guide /
Author:
Becker, Katrin.
Published:
Cham :Springer International Publishing : : 2017.,
Description:
xxv, 411 p. :ill., digital ; : 24 cm.;
Contained By:
Springer eBooks
Subject:
Electronic games - Education. -
Online resource:
http://dx.doi.org/10.1007/978-3-319-12223-6
ISBN:
9783319122236
Choosing and using digital games in the classroom = a practical guide /
Becker, Katrin.
Choosing and using digital games in the classroom
a practical guide /[electronic resource] :by Katrin Becker. - Cham :Springer International Publishing :2017. - xxv, 411 p. :ill., digital ;24 cm. - Advances in game-based learning. - Advances in game-based learning..
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.
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.
ISBN: 9783319122236
Standard No.: 10.1007/978-3-319-12223-6doiSubjects--Topical Terms:
1247089
Electronic games
--Education.
LC Class. No.: GV1469.15 / .B43 2017
Dewey Class. No.: 794.8
Choosing and using digital games in the classroom = a practical guide /
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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.
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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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Education (Springer-41171)
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