£85.48

Springer - Choosing and Using Digital Games in the Classroom

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Description

Transform your teaching approach with this comprehensive guide on digital games in education. Part of the Advances in Game-Based Learning series, this book provides a deep look at how digital games function in learning environments from K-12 through post-secondary levels. Readers will explore the history of educational games and understand the modern context for digital play. The text guides you through different methods for serious game implementation, such as the Magic Bullet Model, which examines the player's personal experience during gameplay. Beyond theory, this book offers practical tools for educators. You will find methods for measuring the actual effects of games in an educational setting and step-by-step guidance on how to create effective digital game-based learning lesson plans. This is an essential resource for anyone looking to integrate technology and gaming into a structured curriculum.

Key Features

Covers educational game use from K-12 through post-secondary levels for a wide range of teaching environments.

Explores the history and context of digital games to provide a strong foundation for implementation.

Includes the Magic Bullet Model to help educators understand the player's point of view during the game experience.

Provides specific methods for measuring how games impact learning and educational outcomes.

Offers practical guidance for designing and creating digital game-based learning lesson plans.

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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