Bookbot

Choosing and Using Digital Games in the Classroom

A Practical Guide

Valoración del libro

4,0(1)Añadir reseña

Parámetros

  • 440 páginas
  • 16 horas de lectura

Más información sobre el libro

Exploring the integration of digital games in education, this book covers their historical context and evolution from K-12 to higher education. It introduces various implementation methods, such as the Magic Bullet Model, which emphasizes the player's perspective. Additionally, readers will find strategies for measuring educational outcomes and crafting effective digital game-based lesson plans, making it a comprehensive resource for educators looking to enhance learning through gaming.

Publicación

Compra de libros

Choosing and Using Digital Games in the Classroom, Anne-Katrin Becker

Idioma
Publicado en
2016
product-detail.submit-box.info.binding
(Tapa dura)
Te avisaremos por correo electrónico en cuanto lo localicemos.

Métodos de pago

4,0
Muy bueno
1 Valoraciones

Nos falta tu reseña aquí