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Choosing and Using Digital Games in the Classroom

A Practical Guide

Katrin Becker

PDF
ca. 85,59
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Springer International Publishing img Link Publisher

Geisteswissenschaften, Kunst, Musik / Schulpädagogik, Didaktik, Methodik

Beschreibung

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.

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Schlagwörter

Videogames in the Classroom, Digital Game-Based Learning, Traditional vs Digital Games, Serious Games, learning and instruction, Cultural Significance of Games, DGBL