Choosing and Using Digital Games in the Classroom [electronic resource] : A Practical Guide / by Katrin Becker.

By: Becker, Katrin [author.]Contributor(s): SpringerLink (Online service)Material type: TextTextSeries: Advances in Game-Based LearningPublisher: Cham : Springer International Publishing : Imprint: Springer, 2017Description: XXV, 411 p. 106 illus. in color. online resourceContent type: text Media type: computer Carrier type: online resourceISBN: 9783319122236Subject(s): Education | Educational technology | Education | Educational Technology | Learning & InstructionAdditional physical formats: Printed edition:: No titleDDC classification: 371.33 LOC classification: LC8-6691Online resources: e-book Full-text access
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. .
In: Springer eBooksSummary: 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.
Item type Current library Collection Call number Copy number Status Notes Date due Barcode
E-Books MEF eKitap Kütüphanesi
Springer Nature LC8 -6691 (Browse shelf (Opens below)) Available NATURE 1419966-1001

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. .

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.

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