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Choosing and Using Digital Games in the Classroom - A Practical Guide (Paperback, Softcover reprint of the original 1st ed. 2017) Loot Price: R2,351
Discovery Miles 23 510
Choosing and Using Digital Games in the Classroom - A Practical Guide (Paperback, Softcover reprint of the original 1st ed....

Choosing and Using Digital Games in the Classroom - A Practical Guide (Paperback, Softcover reprint of the original 1st ed. 2017)

Katrin Becker

Series: Advances in Game-Based Learning

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Loot Price R2,351 Discovery Miles 23 510 | Repayment Terms: R220 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: June 2018
First published: 2017
Authors: Katrin Becker
Dimensions: 235 x 155 x 23mm (L x W x T)
Format: Paperback
Pages: 411
Edition: Softcover reprint of the original 1st ed. 2017
ISBN-13: 978-3-319-79175-3
Categories: Books > Social sciences > Education > Teaching skills & techniques
Books > Social sciences > Education > Educational resources & technology > General
LSN: 3-319-79175-3
Barcode: 9783319791753

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