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Choosing and Using Digital Games in the Classroom - A Practical Guide (Hardcover, 1st ed. 2017) Loot Price: R3,856
Discovery Miles 38 560
Choosing and Using Digital Games in the Classroom - A Practical Guide (Hardcover, 1st ed. 2017): Katrin Becker

Choosing and Using Digital Games in the Classroom - A Practical Guide (Hardcover, 1st ed. 2017)

Katrin Becker

Series: Advances in Game-Based Learning

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Loot Price R3,856 Discovery Miles 38 560 | Repayment Terms: R361 pm x 12*

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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.

General

Imprint: Springer International Publishing AG
Country of origin: Switzerland
Series: Advances in Game-Based Learning
Release date: October 2016
First published: 2017
Authors: Katrin Becker
Dimensions: 235 x 155 x 34mm (L x W x T)
Format: Hardcover
Pages: 411
Edition: 1st ed. 2017
ISBN-13: 978-3-319-12222-9
Categories: Books > Social sciences > Education > Teaching skills & techniques
Books > Social sciences > Education > Educational resources & technology > General
LSN: 3-319-12222-3
Barcode: 9783319122229

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