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Choosing and Using Digital Games in the Classroom: A Practical Guide

-15% su kodu: ENG15
158,37 
Įprasta kaina: 186,32 
-15% su kodu: ENG15
Kupono kodas: ENG15
Akcija baigiasi: 2025-03-03
-15% su kodu: ENG15
158,37 
Įprasta kaina: 186,32 
-15% su kodu: ENG15
Kupono kodas: ENG15
Akcija baigiasi: 2025-03-03
-15% su kodu: ENG15
2025-02-28 186.3200 InStock
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Knygos aprašymas

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.

Informacija

Autorius: Katrin Becker
Serija: Advances in Game-Based Learning
Leidėjas: Springer Nature Switzerland
Išleidimo metai: 2016
Knygos puslapių skaičius: 440
ISBN-10: 3319122223
ISBN-13: 9783319122229
Formatas: 241 x 160 x 30 mm. Knyga kietu viršeliu
Kalba: Anglų

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