Choosing and Using Digital Games in the Classroom

A Practical Guide

Nonfiction, Reference & Language, Education & Teaching, Teaching, Computers & Technology, Educational Theory, Educational Psychology
Cover of the book Choosing and Using Digital Games in the Classroom by Katrin Becker, Springer International Publishing
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Author: Katrin Becker ISBN: 9783319122236
Publisher: Springer International Publishing Publication: September 29, 2016
Imprint: Springer Language: English
Author: Katrin Becker
ISBN: 9783319122236
Publisher: Springer International Publishing
Publication: September 29, 2016
Imprint: Springer
Language: English

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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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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