Più di un milione di libri, a un clic di distanza!
Bookbot

Choosing and Using Digital Games in the Classroom

A Practical Guide

Valutazione del libro

4,0(1)Aggiungi una valutazione

Parametri

  • 436pagine
  • 16 ore di lettura

Maggiori informazioni sul libro

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.

Pubblicazione

Acquisto del libro

Choosing and Using Digital Games in the Classroom, Anne-Katrin Becker

Lingua
Pubblicato
2018
product-detail.submit-box.info.binding
(In brossura)
Ti avviseremo via email non appena lo rintracceremo.

Metodi di pagamento

4,0
Molto buono
1 Valutazioni

Qui potrebbe esserci la tua recensione.