Bookbot

Choosing and Using Digital Games in the Classroom

A Practical Guide

Boekbeoordeling

4,0(1)Tarief

Parameters

  • 440bladzijden
  • 16 uur lezen

Meer over het boek

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.

Uitgave

Een boek kopen

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

Taal
Jaar van publicatie
2016
product-detail.submit-box.info.binding
(Hardcover)
Zodra we het ontdekt hebben, sturen we een e-mail.

Betaalmethoden

4,0
Zeer goed
1 Beoordelingen

We missen je recensie hier.