Choosing and Using Digital Games in the Classroom A Practical Guide /
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, inclu...
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Language: | English |
Published: |
Cham :
Springer International Publishing : Imprint: Springer,
2017.
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Edition: | 1st ed. 2017. |
Series: | Advances in Game-Based Learning,
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Online Access: | https://doi.org/10.1007/978-3-319-12223-6 |