Choosing and Using Digital Games in the Classroom: A Practical Guide (Advances in Game-Based Learning)

Becker, Katrin

ISBN 10: 3319791753 ISBN 13: 9783319791753
Verlag: Springer, 2018
Neu Softcover

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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.

Über die Autorin bzw. den Autor: Dr. Katrin Becker is an internationally known expert in the design and analysis of Serious Games. With over 30 years of teaching experience in Science, Engineering, Education, and Art, she has taught computer science, videogame design, digital game-based learning, and technical writing. Her teaching innovations have been internationally recognized and she is widely published in the areas of computer science education, educational technology, and digital game based learning, including a book on simulations and games for non-technical people. She designs and develops eLearning in all sectors, and has consulted for various organizations on the use of digital games for instructional purposes. She has designed and developed several educational and advertising games. She is also the author of a book on the technical aspects of simulations and games written for non-technical people.

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Titel: Choosing and Using Digital Games in the ...
Verlag: Springer
Erscheinungsdatum: 2018
Einband: Softcover
Zustand: New

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Katrin Becker
ISBN 10: 3319791753 ISBN 13: 9783319791753
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Taschenbuch. Zustand: Neu. Choosing and Using Digital Games in the Classroom | A Practical Guide | Katrin Becker | Taschenbuch | xxv | Englisch | 2018 | Springer International Publishing | EAN 9783319791753 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. Artikel-Nr. 114235853

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Taschenbuch. Zustand: Neu. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 440 pp. Englisch. Artikel-Nr. 9783319791753

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Katrin Becker
ISBN 10: 3319791753 ISBN 13: 9783319791753
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Taschenbuch. Zustand: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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. Artikel-Nr. 9783319791753

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