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Springer Choosing and Using Digital Games in the Classroom - Practical Guide

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Description

This comprehensive guide explores the integration of digital games across K-12 and post-secondary education, offering educators a structured approach to game-based learning. The book traces the evolution of games in educational settings and provides practical methods for implementation, including the Magic Bullet Model that centres on the player's perspective and engagement. Teachers and instructors will find detailed strategies for measuring game effectiveness in learning outcomes and step-by-step guidance for designing digital game-based lesson plans that enhance student engagement and achievement. Ideal for educators seeking evidence-based approaches to modern classroom instruction.

Key Features

Covers K-12 through post-secondary education levels with tailored guidance for each stage of learning.

Introduces the Magic Bullet Model, focusing on player experience and engagement within game-based learning environments.

Provides practical methods for measuring and evaluating the educational effects of digital games in classroom settings.

Includes comprehensive guidance on creating digital game-based learning lesson plans that align with curriculum objectives.

Explores the history and context of games in education to build foundational understanding before implementation.

Product Specifications

Format
hardcover
Domain
Amazon UK
Release Date
07 January 2016
Listed Since
12 September 2014

Barcode

No barcode data available

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