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Choosing and Using Digital Games in the Classroom
Choosing and Using Digital Games in the Classroom
Knygos.lt klubas Knygos.lt nariams
165,74 €
-15%
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194,99 €
  • Išsiųsime per 12–18 d.d.
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…
  • Leidėjas:
  • ISBN-10: 3319791753
  • ISBN-13: 9783319791753
  • Formatas: 15.6 x 23.4 x 2.3 cm, minkšti viršeliai
  • Kalba: Anglų

Choosing and Using Digital Games in the Classroom (el. knyga) (skaityta knyga) | knygos.lt

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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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  • Autorius: Katrin Becker
  • Leidėjas:
  • ISBN-10: 3319791753
  • ISBN-13: 9783319791753
  • Formatas: 15.6 x 23.4 x 2.3 cm, minkšti viršeliai
  • Kalba: Anglų

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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