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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Dr. Katrin Becker is an internationally known expert in the design and analysis of Serious Games. With over 30 years of teaching experience in Science, Engineering, Education, and Art, she has taught computer science, videogame design, digital game-based learning, and technical writing. Her teaching innovations have been internationally recognized and she is widely published in the areas of computer science education, educational technology, and digital game based learning, including a book on simulations and games for non-technical people. She designs and develops eLearning in all sectors, and has consulted for various organizations on the use of digital games for instructional purposes. She has designed and developed several educational and advertising games. She is also the author of a book on the technical aspects of simulations and games written for non-technical people.
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.
Le informazioni nella sezione "Su questo libro" possono far riferimento a edizioni diverse di questo titolo.
EUR 9,70 per la spedizione da Germania a Italia
Destinazione, tempi e costiDa: moluna, Greven, Germania
Gebunden. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Details practical ways to incorporate videogames in K-12 and post-secondary educationExamines both educational games and Commercial Off-the-Shelf games (COTS)Provides templates for lesson plans involving game-based learning. Codice articolo 31549079
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Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
Buch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 seriousgame 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. 440 pp. Englisch. Codice articolo 9783319122229
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Da: AHA-BUCH GmbH, Einbeck, Germania
Buch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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 seriousgame 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. Codice articolo 9783319122229
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Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
Buch. Condizione: Neu. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 440 pp. Englisch. Codice articolo 9783319122229
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Da: Ria Christie Collections, Uxbridge, Regno Unito
Condizione: New. In. Codice articolo ria9783319122229_new
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Da: California Books, Miami, FL, U.S.A.
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Da: Lucky's Textbooks, Dallas, TX, U.S.A.
Condizione: New. Codice articolo ABLIING23Mar3113020088799
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Da: Revaluation Books, Exeter, Regno Unito
Hardcover. Condizione: Brand New. 250 pages. 9.25x6.25x1.00 inches. In Stock. Codice articolo x-3319122223
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