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

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

1st ed. 2016

Hardback (07 Oct 2016)

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Publisher's Synopsis

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.

Book information

ISBN: 9783319122229
Publisher: Springer International Publishing
Imprint: Springer
Pub date:
Edition: 1st ed. 2016
DEWEY: 371.334
DEWEY edition: 23
Language: English
Number of pages: 411
Weight: 808g
Height: 167mm
Width: 242mm
Spine width: 34mm