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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Subjects: | |
Online Access: | https://doi.org/10.1007/978-3-319-12223-6 |
Table of Contents:
- 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. .