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Seller: Ria Christie Collections, Uxbridge, United Kingdom
£ 74.30
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Seller: Chiron Media, Wallingford, United Kingdom
PF. Condition: New.
Seller: Books Puddle, New York, NY, U.S.A.
Condition: New. Reprint edition NO-PA16APR2015-KAP.
Condition: New.
Condition: New.
Seller: Ria Christie Collections, Uxbridge, United Kingdom
£ 104.62
Quantity: Over 20 available
Add to basketCondition: New. In.
Language: English
Published by Springer International Publishing, Springer International Publishing Jun 2018, 2018
ISBN 10: 3319791753 ISBN 13: 9783319791753
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany
Taschenbuch. 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.
Language: English
Published by Springer International Publishing, Springer International Publishing, 2018
ISBN 10: 3319791753 ISBN 13: 9783319791753
Seller: AHA-BUCH GmbH, Einbeck, Germany
Taschenbuch. 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 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.
Language: English
Published by Springer International Publishing, Springer International Publishing Okt 2016, 2016
ISBN 10: 3319122223 ISBN 13: 9783319122229
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany
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: Revaluation Books, Exeter, United Kingdom
Hardcover. Condition: Brand New. 250 pages. 9.25x6.25x1.00 inches. In Stock.
Language: English
Published by Springer International Publishing, 2016
ISBN 10: 3319122223 ISBN 13: 9783319122229
Seller: AHA-BUCH GmbH, Einbeck, Germany
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.
Language: English
Published by Springer International Publishing Jun 2018, 2018
ISBN 10: 3319791753 ISBN 13: 9783319791753
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
Taschenbuch. 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 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. 440 pp. Englisch.
Seller: Majestic Books, Hounslow, United Kingdom
Condition: New. Print on Demand.
Seller: Biblios, Frankfurt am main, HESSE, Germany
Condition: New. PRINT ON DEMAND.
Language: English
Published by Springer International Publishing, 2018
ISBN 10: 3319791753 ISBN 13: 9783319791753
Seller: moluna, Greven, Germany
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 post-secondary educationExamines both educational games and Commercial Off-the-Shelf games (COTS)Provides templates for lesson plans involving game-based learning.
Language: English
Published by Springer International Publishing Okt 2016, 2016
ISBN 10: 3319122223 ISBN 13: 9783319122229
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
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.
Language: English
Published by Springer International Publishing, 2018
ISBN 10: 3319791753 ISBN 13: 9783319791753
Seller: preigu, Osnabrück, Germany
Taschenbuch. Condition: Neu. Choosing and Using Digital Games in the Classroom | A Practical Guide | Katrin Becker | Taschenbuch | xxv | Englisch | 2018 | Springer International Publishing | EAN 9783319791753 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu Print on Demand.
Language: English
Published by Springer International Publishing, 2016
ISBN 10: 3319122223 ISBN 13: 9783319122229
Seller: moluna, Greven, Germany
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 post-secondary educationExamines both educational games and Commercial Off-the-Shelf games (COTS)Provides templates for lesson plans involving game-based learning.
Language: English
Published by Springer International Publishing, 2016
ISBN 10: 3319122223 ISBN 13: 9783319122229
Seller: preigu, Osnabrück, Germany
Buch. Condition: Neu. Choosing and Using Digital Games in the Classroom | A Practical Guide | Katrin Becker | Buch | xxv | Englisch | 2016 | Springer International Publishing | EAN 9783319122229 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu Print on Demand.