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作者 Becker, Katrin
書名 Choosing and using digital games in the classroom [electronic resource] : a practical guide / by Katrin Becker
出版項 Cham : Springer International Publishing : Imprint: Springer, 2017
國際標準書號 9783319122236 (electronic bk.)
9783319122229 (paper)
國際標準號碼 10.1007/978-3-319-12223-6 doi
book jacket
說明 xxv, 411 p. : ill., digital ; 24 cm
系列 Advances in game-based learning
Advances in game-based learning
附註 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
Host Item Springer eBooks
主題 Electronic games -- Education
Computer-assisted instruction
Education
Educational Technology
Learning & Instruction
Alt Author SpringerLink (Online service)
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