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Choosing and Using Digital Games in the Classroom: A Practical Guide

Choosing and Using Digital Games in the Classroom: A Practical Guide

Hardcover

Series: Advances in Game-Based Learning, Book 1

General ComputersGeneral Education

ISBN10: 3319122223
ISBN13: 9783319122229
Publisher: Springer Nature
Published: Oct 7 2016
Pages: 411
Weight: 1.74
Height: 1.00 Width: 6.14 Depth: 9.21
Language: English
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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General Computers