'A book for every teacher's bookshelf. This book gives a comprehensive overview of the tools and apps that can be used to help turn a mediocre teaching session into an outstanding one.' - Cheryl Hine, Leeds City College 'Megan Poore's updated text is needed more than ever, as social media becomes in
Choosing and Using Digital Games in the Classroom: A Practical Guide
β Scribed by Katrin Becker (auth.)
- Publisher
- Springer International Publishing
- Year
- 2017
- Tongue
- English
- Leaves
- 429
- Series
- Advances in Game-Based Learning
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
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.
β¦ Table of Contents
Front Matter....Pages i-xxv
Front Matter....Pages 1-1
What Is It About Games?....Pages 3-23
Digital Game-Based Learning: Learning with Games....Pages 25-61
Digital Game Pedagogy: Teaching with Games....Pages 63-97
Front Matter....Pages 99-99
Commercial Off-the-Shelf Games (COTS)....Pages 101-118
A Magic Bullet....Pages 119-150
Evaluating Games....Pages 151-173
4PEG in Action....Pages 175-214
Front Matter....Pages 215-215
Designing Game-Based Pedagogy....Pages 217-242
Game-Based Lessons....Pages 243-299
Creating DGBL Lesson Plans and Curricula....Pages 301-334
End Game....Pages 335-340
Supplementary Materials....Pages 341-400
Back Matter....Pages 401-411
β¦ Subjects
Educational Technology;Learning & Instruction
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