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Titlebook: Choosing and Using Digital Games in the Classroom; A Practical Guide Katrin Becker Book 2017 Springer International Publishing Switzerland

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發(fā)表于 2025-3-21 18:35:34 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Choosing and Using Digital Games in the Classroom
副標(biāo)題A Practical Guide
編輯Katrin Becker
視頻videohttp://file.papertrans.cn/227/226183/226183.mp4
概述Details practical ways to incorporate videogames in K-12 and post-secondary education.Examines both educational games and Commercial Off-the-Shelf games (COTS)?.Provides templates for lesson plans inv
叢書名稱Advances in Game-Based Learning
圖書封面Titlebook: Choosing and Using Digital Games in the Classroom; A Practical Guide Katrin Becker Book 2017 Springer International Publishing Switzerland
描述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.
出版日期Book 2017
關(guān)鍵詞Cultural Significance of Games; DGBL; Digital Game-Based Learning; Serious Games; Traditional vs Digital
版次1
doihttps://doi.org/10.1007/978-3-319-12223-6
isbn_softcover978-3-319-79175-3
isbn_ebook978-3-319-12223-6Series ISSN 2567-8086 Series E-ISSN 2567-8485
issn_series 2567-8086
copyrightSpringer International Publishing Switzerland 2017
The information of publication is updating

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沙發(fā)
發(fā)表于 2025-3-21 22:41:35 | 只看該作者
https://doi.org/10.1007/978-3-642-58872-3This chapter takes readers through a step-by-step process for analyzing games that will highlight the key issues associated with the use of games in the classroom.
板凳
發(fā)表于 2025-3-22 00:35:55 | 只看該作者
Michael P. Zerres,Thomas C. ZerresThis section provides a detailed analysis of several games using the model described up to this point. For each game, I outline the more general analysis as described in Evaluating Games, and then proceed to a more detailed analysis of the learning potential using the Magic Bullet model.
地板
發(fā)表于 2025-3-22 08:05:27 | 只看該作者
https://doi.org/10.1007/978-3-8348-9169-3This chapter takes what we’ve learned up to this point and builds a template for lesson plans that make use of games. It starts with a fairly standard lesson plan template, adapts it for use with a game, and develops several lesson and unit plans using that template.
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發(fā)表于 2025-3-22 23:58:38 | 只看該作者
Creating DGBL Lesson Plans and CurriculaThis chapter takes what we’ve learned up to this point and builds a template for lesson plans that make use of games. It starts with a fairly standard lesson plan template, adapts it for use with a game, and develops several lesson and unit plans using that template.
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