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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.
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Choosing and Using Digital Games in the Classroom, Anne-Katrin Becker
- Taal
- Jaar van publicatie
- 2016
- product-detail.submit-box.info.binding
- (Hardcover)
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