Choosing and Using Digital Games in the Classroom: A Practical Guide (Advances in Game-Based Learning)

$73.34

This guide provides educators with practical methods for incorporating digital games into classroom learning.

Choosing and Using Digital Games in the Classroom: A Practical Guide (Advances in Game-Based Learning)
Choosing and Using Digital Games in the Classroom: A Practical Guide (Advances in Game-Based Learning)
$73.34

[wpforms id=”1190″ title=”true” description=”Request a call back”]

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.

Additional information

Weight 0.612 lbs
Dimensions 15.5 × 2.5 × 23.5 in

Reviews

There are no reviews yet.

Be the first to review “Choosing and Using Digital Games in the Classroom: A Practical Guide (Advances in Game-Based Learning)”

Your email address will not be published. Required fields are marked *