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Choosing and Using Digital Games in the Classroom
A Practical Guide
Authors
440 pages
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.
Book variant
2016, hardcover
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