Choosing and Using Digital Games in the Classroom A Practical Guide /

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, inclu...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριος συγγραφέας: Becker, Katrin (Συγγραφέας)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2017.
Σειρά:Advances in Game-Based Learning
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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100 1 |a Becker, Katrin.  |e author. 
245 1 0 |a Choosing and Using Digital Games in the Classroom  |h [electronic resource] :  |b A Practical Guide /  |c by Katrin Becker. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Springer,  |c 2017. 
300 |a XXV, 411 p. 106 illus. in color.  |b online resource. 
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490 1 |a Advances in Game-Based Learning 
505 0 |a Part One Context -- What Is It About Games? -- Digital Game-Based Learning: Learning With Games -- Digital Game Pedagogy: Teaching With Games -- Part Two Choosing Games -- Commercial Off-The-Shelf Games (COTS) -- A Magic Bullet -- Evaluating Games -- 4PEG In Action -- Part Three Using Games -- Designing Game Based Pedagogy -- Game Based Lessons -- Creating DGBL Lesson Plans & Curricula -- End Game -- Supplementary Materials. . 
520 |a 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. 
650 0 |a Education. 
650 0 |a Educational technology. 
650 1 4 |a Education. 
650 2 4 |a Educational Technology. 
650 2 4 |a Learning & Instruction. 
710 2 |a SpringerLink (Online service) 
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776 0 8 |i Printed edition:  |z 9783319122229 
830 0 |a Advances in Game-Based Learning 
856 4 0 |u http://dx.doi.org/10.1007/978-3-319-12223-6  |z Full Text via HEAL-Link 
912 |a ZDB-2-EDA 
950 |a Education (Springer-41171)