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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

Softcover reprint of the original 1st Edition 2017

Paperback (14 Jun 2018)

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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: 9783319791753
Publisher: Springer International Publishing
Imprint: Springer
Pub date:
Edition: Softcover reprint of the original 1st Edition 2017
Language: English
Number of pages: 411
Weight: 670g
Height: 235mm
Width: 155mm
Spine width: 23mm