Choosing and Using Digital Games in the Classroom: A Practical Guide: Advances in Game-Based Learning
Autor Katrin Beckeren Limba Engleză Hardback – 7 oct 2016
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Specificații
ISBN-13: 9783319122229
ISBN-10: 3319122223
Pagini: 250
Ilustrații: XXV, 411 p. 106 illus. in color.
Dimensiuni: 155 x 235 x 34 mm
Greutate: 0.79 kg
Ediția:1st ed. 2017
Editura: Springer International Publishing
Colecția Springer
Seria Advances in Game-Based Learning
Locul publicării:Cham, Switzerland
ISBN-10: 3319122223
Pagini: 250
Ilustrații: XXV, 411 p. 106 illus. in color.
Dimensiuni: 155 x 235 x 34 mm
Greutate: 0.79 kg
Ediția:1st ed. 2017
Editura: Springer International Publishing
Colecția Springer
Seria Advances in Game-Based Learning
Locul publicării:Cham, Switzerland
Public țintă
ResearchCuprins
Part One Context.- What Is It About Games?.- Digital Game-Based Learning: Learning With Games.- Digital Game Pedagogy: Teaching With Games.- Part Two Choosing Games.- Commercial Off-The-Shelf Games (COTS).- A Magic Bullet.- Evaluating Games.- 4PEG In Action.- Part Three Using Games.- Designing Game Based Pedagogy.- Game Based Lessons.- Creating DGBL Lesson Plans & Curricula.- End Game.- Supplementary Materials.
Notă biografică
Dr. Katrin Becker is an internationally known expert in the design and analysis of Serious Games. With over 30 years of teaching experience in Science, Engineering, Education, and Art, she has taught computer science, videogame design, digital game-based learning, and technical writing. Her teaching innovations have been internationally recognized and she is widely published in the areas of computer science education, educational technology, and digital game based learning, including a book on simulations and games for non-technical people. She designs and develops eLearning in all sectors, and has consulted for various organizations on the use of digital games for instructional purposes. She has designed and developed several educational and advertising games. She is also the author of a book on the technical aspects of simulations and games written for non-technical people.
Textul de pe ultima copertă
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.
Caracteristici
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 involving game-based learning