Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom
Author: Katrin Becker
Publisher: Springer
Total Pages: 429
Release: 2016-09-29
Genre: Education
ISBN: 3319122231


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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.


Choosing and Using Digital Games in the Classroom
Language: en
Pages: 429
Authors: Katrin Becker
Categories: Education
Type: BOOK - Published: 2016-09-29 - Publisher: Springer

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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
Game On
Language: en
Pages: 160
Authors: Ryan L. Schaaf
Categories: Education
Type: BOOK - Published: 2016-10-25 - Publisher: Solution Tree Press

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Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers�
Serious Play
Language: en
Pages: 234
Authors: Catherine Beavis
Categories: Education
Type: BOOK - Published: 2017-05-08 - Publisher: Taylor & Francis

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Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based
Using Digital Games as Assessment and Instruction Tools
Language: en
Pages: 80
Authors: Ryan L, Schaaf
Categories: Education
Type: BOOK - Published: 2015-05-11 - Publisher: Solution Tree Press

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Combine hard work and deep fun in classrooms with digital game–based learning. Students of the always-on generation gain information through different tools a
Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Language: en
Pages: 358
Authors: Baek, Young Kyun
Categories: Computers
Type: BOOK - Published: 2010-05-31 - Publisher: IGI Global

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As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and impro