Da: Chiron Media, Wallingford, Regno Unito
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Da: Ria Christie Collections, Uxbridge, Regno Unito
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Condizione: New. Reprint edition NO-PA16APR2015-KAP.
Da: preigu, Osnabrück, Germania
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Choosing and Using Digital Games in the Classroom | A Practical Guide | Katrin Becker | Taschenbuch | Advances in Game-Based Learning | xxv | Englisch | 2018 | Springer | EAN 9783319791753 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.
Lingua: Inglese
Editore: Springer International Publishing, Springer International Publishing, 2018
ISBN 10: 3319791753 ISBN 13: 9783319791753
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 85,59
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Aggiungi al carrelloTaschenbuch. 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 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.
Da: Brook Bookstore On Demand, Napoli, NA, Italia
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Lingua: Inglese
Editore: Springer International Publishing Jun 2018, 2018
ISBN 10: 3319791753 ISBN 13: 9783319791753
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germania
EUR 85,59
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Aggiungi al carrelloTaschenbuch. 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 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. 440 pp. Englisch.
Da: Majestic Books, Hounslow, Regno Unito
EUR 113,31
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Da: Biblios, Frankfurt am main, HESSE, Germania
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Aggiungi al carrelloCondizione: New. PRINT ON DEMAND.
Lingua: Inglese
Editore: Springer International Publishing, 2018
ISBN 10: 3319791753 ISBN 13: 9783319791753
Da: moluna, Greven, Germania
EUR 74,71
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Aggiungi al carrelloCondizione: 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.
Lingua: Inglese
Editore: Springer, Springer Jun 2018, 2018
ISBN 10: 3319791753 ISBN 13: 9783319791753
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germania
EUR 85,59
Quantità: 1 disponibili
Aggiungi al carrelloTaschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. 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 KG, Sachsenplatz 4-6, 1201 Wien 440 pp. Englisch.