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Choosing and Using Digital Games in the Classroom
Katrin Becker
其他書名
A Practical Guide
出版
Springer
, 2016-09-29
主題
Education / Computers & Technology
Education / Educational Psychology
Education / Reference
Education / Teaching / General
ISBN
3319122231
9783319122236
URL
http://books.google.com.hk/books?id=Ge8qDQAAQBAJ&hl=&source=gbs_api
EBook
SAMPLE
註釋
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.