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Choosing and Using Digital Games in the Classroom: A Practical Guide: 1 (Advances in Game-Based Learning) - Hardcover

 
9783319122229: Choosing and Using Digital Games in the Classroom: A Practical Guide: 1 (Advances in Game-Based Learning)

Synopsis

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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About the Author

Dr. Katrin Becker is an internationally known expert in the design and analysis of Serious Games. With over 30 years of teaching experience in Science, Engineering, Education, and Art, she has taught computer science, videogame design, digital game-based learning, and technical writing. Her teaching innovations have been internationally recognized and she is widely published in the areas of computer science education, educational technology, and digital game based learning, including a book on simulations and games for non-technical people. She designs and develops eLearning in all sectors, and has consulted for various organizations on the use of digital games for instructional purposes. She has designed and developed several educational and advertising games. She is also the author of a book on the technical aspects of simulations and games written for non-technical people.

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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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9783319791753: Choosing and Using Digital Games in the Classroom: A Practical Guide: 1 (Advances in Game-Based Learning)

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ISBN 10:  3319791753 ISBN 13:  9783319791753
Publisher: Springer, 2018
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Gebunden. Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Details practical ways to incorporate videogames in K-12 and&nbsppost-secondary&nbspeducationExamines both educational games and Commercial Off-the-Shelf games (COTS)Provides templates for lesson plans involving game-based learning. Seller Inventory # 31549079

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Buch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 seriousgame 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. 440 pp. Englisch. Seller Inventory # 9783319122229

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Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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 seriousgame 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. Seller Inventory # 9783319122229

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Buch. Condition: Neu. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 440 pp. Englisch. Seller Inventory # 9783319122229

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