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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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樓主: 和善
11#
發(fā)表于 2025-3-23 12:07:36 | 只看該作者
Supplementary Materialsd the 15 ways to use games are summarized for easy reference. The 101 instructional strategies are presented in a table sorted alphabetically and crossreferenced by their section numbers in Ch. .. This chapter also contains lesson plan, study guide, and teacher’s giude templates that can be copied and adapted to the needs of the user.
12#
發(fā)表于 2025-3-23 16:39:14 | 只看該作者
https://doi.org/10.1007/978-3-319-12223-6Cultural Significance of Games; DGBL; Digital Game-Based Learning; Serious Games; Traditional vs Digital
13#
發(fā)表于 2025-3-23 18:54:27 | 只看該作者
14#
發(fā)表于 2025-3-24 02:00:00 | 只看該作者
15#
發(fā)表于 2025-3-24 05:44:07 | 只看該作者
16#
發(fā)表于 2025-3-24 09:04:58 | 只看該作者
Michael P. Zerres,Thomas C. Zerresow the balance of the various parts can affect the game’s potential for use in a learning context. I first outline the ideal, and then go on to explain how to assess a game that deviates from the ideal.
17#
發(fā)表于 2025-3-24 13:06:10 | 只看該作者
18#
發(fā)表于 2025-3-24 15:16:13 | 只看該作者
19#
發(fā)表于 2025-3-24 21:53:01 | 只看該作者
Advances in Game-Based Learninghttp://image.papertrans.cn/c/image/226183.jpg
20#
發(fā)表于 2025-3-25 02:57:02 | 只看該作者
https://doi.org/10.1007/978-3-540-76354-3 “game.” You will find almost as many definitions of “game” as there are authors writing about it. There are some common elements though, and this chapter uses those to define what we mean by “game.” In order to make effective use of games in the classroom we need to be able to choose appropriate ga
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