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Choosing and Using Digital Games in the Classroom: A Practical Guide - 1

Part of the Advances in Game-Based Learning series
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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.

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£69.99
Product Details
3319122231 / 9783319122236
eBook (Adobe Pdf, EPUB)
794.8
29/09/2016
English
401 pages
Copy: 10%; print: 10%