Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom

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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.Cost: Free Subject: Social Studies, Diversity and Racism Time to Play: 15a€“30 min . Synopsis: This is a ... The problem is that the squares arena#39;t completely comfortable living next to the triangles and vice versa. To make them all ... Ltd., ( Publisher), [Nintendo DS], Game Site: phoenixwright/. Genre:anbsp;...

Title:Choosing and Using Digital Games in the Classroom
Author: Katrin Becker
Publisher:Springer - 2016-10-04

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