Explore the latest books of this year!
Bookbot

Choosing and Using Digital Games in the Classroom

A Practical Guide

Book rating

4.0(1)Add rating

Parameters

  • 440 pages
  • 16 hours of reading

More about the book

Exploring the integration of digital games in education, this book covers their historical context and evolution from K-12 to higher education. It introduces various implementation methods, such as the Magic Bullet Model, which emphasizes the player's perspective. Additionally, readers will find strategies for measuring educational outcomes and crafting effective digital game-based lesson plans, making it a comprehensive resource for educators looking to enhance learning through gaming.

Publication

Book purchase

Choosing and Using Digital Games in the Classroom, Anne-Katrin Becker

Language
Released
2016
product-detail.submit-box.info.binding
(Hardcover)
We’ll email you as soon as we track it down.

Payment methods

4.0
Very Good
1 Ratings

We’re missing your review here.