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You are here: Home / Library / Choosing and Using Digital Games in the Classroom – A Practical Guide

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

By Katrin Becker

Choosing and Using Digital Games in the Classroom – A Practical Guide
  • Publisher: Springer
  • Edition: 1st
  • Available in: Hard cover, eBook
  • ISBN: ISBN-10: 3319122223 ISBN-13: 978-3319122229
  • Published: September 30, 2016
Buy on AmazonSpringer Book SiteMagicBulletGames.com

A new book in the Springer Series
Advances in Game-Based Learning

Series Editors: Ifenthaler, Dirk, Warren, Scott Joseph, Eseryel, Deniz

springerThis 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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