Choosing and Using Digital Games in the Classroom: A Practical Guide: 1 (Advances in Game-Based Learning) - Tapa blanda

Libro 1 de 14: Advances in Game-Based Learning

Becker, Katrin

 
9783319791753: Choosing and Using Digital Games in the Classroom: A Practical Guide: 1 (Advances in Game-Based Learning)

Sinopsis

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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Acerca del 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.

De la contraportada

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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Otras ediciones populares con el mismo título

9783319122229: Choosing and Using Digital Games in the Classroom: A Practical Guide: 1 (Advances in Game-Based Learning)

Edición Destacada

ISBN 10:  3319122223 ISBN 13:  9783319122229
Editorial: Springer, 2016
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