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Choosing and Using Digital Games in the Classroom


By :"Katrin Becker"

Published on 2016-10-04 by Springer

Category :"Education"

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.


Choosing and Using Digital Games in the Classroom

Lenght : 409

Language : en

This

Choosing and Using Digital Games in the Classroom

was ranked 10 by Google Books

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom


By :"Katrin Becker"

Published on 2016-10-04 by Springer

Category :"Education"

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.


Choosing and Using Digital Games in the Classroom

Lenght : 409

Language : en

This

Choosing and Using Digital Games in the Classroom

was ranked 10 by Google Books

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