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
Is the information for this product incomplete, wrong or inappropriate?
Let us know about it.
Does this product have an incorrect or missing image?
Send us a new image.
Is this product missing categories?
Add more categories.
Review This Product
No reviews yet - be the first to create one!