| 書(shū)目名稱(chēng) | Choosing and Using Digital Games in the Classroom |
| 副標(biāo)題 | A Practical Guide |
| 編輯 | Katrin Becker |
| 視頻video | http://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(shū)名稱(chēng) | Advances in Game-Based Learning |
| 圖書(shū)封面 |  |
| 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 |
| doi | https://doi.org/10.1007/978-3-319-12223-6 |
| isbn_softcover | 978-3-319-79175-3 |
| isbn_ebook | 978-3-319-12223-6Series ISSN 2567-8086 Series E-ISSN 2567-8485 |
| issn_series | 2567-8086 |
| copyright | Springer International Publishing Switzerland 2017 |