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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.
Title:Choosing And Using Digital Games In The Classroom: A Practical Guide
Format:Paperback
Product dimensions:411 pages, 9.25 X 6.1 X 0 in
Shipping dimensions:411 pages, 9.25 X 6.1 X 0 in
Published:June 14, 2018
Publisher:Springer Nature
Language:English
Appropriate for ages:All ages
ISBN - 13:9783319791753
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