Choosing and Using Digital Games in the Classroom

A Practical Guide de

Éditeur :

Springer


Collection :

Advances in Game-Based Learning

Paru le : 2016-09-29

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Description
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.
Pages
411 pages
Collection
Advances in Game-Based Learning
Parution
2016-09-29
Marque
Springer
EAN papier
9783319122229
EAN PDF
9783319122236

Informations sur l'ebook
Nombre pages copiables
4
Nombre pages imprimables
41
Taille du fichier
11817 Ko
Prix
84,39 €
EAN EPUB
9783319122236

Informations sur l'ebook
Nombre pages copiables
4
Nombre pages imprimables
41
Taille du fichier
5816 Ko
Prix
84,39 €