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Choosing and Using Digital Games in the Classroom

A Practical Guide

Produktform: E-Buch Text Elektronisches Buch in proprietärem

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.weiterlesen

Dieser Artikel gehört zu den folgenden Serien

Elektronisches Format: PDF

Sprache(n): Englisch

ISBN: 978-3-319-12223-6 / 978-3319122236 / 9783319122236

Verlag: Springer International Publishing

Erscheinungsdatum: 29.09.2016

Seiten: 411

Autor(en): Katrin Becker

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