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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Main Author: Becker, Katrin. (Author, http://id.loc.gov/vocabulary/relators/aut)
Corporate Author: SpringerLink (Online service)
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2017.
Edition:1st ed. 2017.
Series:Advances in Game-Based Learning,
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. .