02726nam 22005055 450 991025512950332120240322065514.09783319122236331912223110.1007/978-3-319-12223-6(CKB)3710000000873235(DE-He213)978-3-319-12223-6(MiAaPQ)EBC4701234(EXLCZ)99371000000087323520160929d2017 u| 0engurnn|008mamaatxtrdacontentcrdamediacrrdacarrierChoosing and Using Digital Games in the Classroom A Practical Guide /by Katrin Becker1st ed. 2017.Cham :Springer International Publishing :Imprint: Springer,2017.1 online resource (XXV, 411 p. 106 illus. in color.) Advances in Game-Based Learning,2567-84859783319122229 3319122223 Incudes bibliographical references at the end of each chapters and index.Part One Context -- What Is It About Games? -- Digital Game-Based Learning: Learning With Games -- Digital Game Pedagogy: Teaching With Games -- Part Two Choosing Games -- Commercial Off-The-Shelf Games (COTS) -- A Magic Bullet -- Evaluating Games -- 4PEG In Action -- Part Three Using Games -- Designing Game Based Pedagogy -- Game Based Lessons -- Creating DGBL Lesson Plans & Curricula -- End Game -- Supplementary Materials. .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.Advances in Game-Based Learning,2567-8485Educational technologyLearning, Psychology ofDigital Education and Educational TechnologyInstructional PsychologyEducational technology.Learning, Psychology of.Digital Education and Educational Technology.Instructional Psychology.371.33Becker Katrinauthttp://id.loc.gov/vocabulary/relators/aut322083BOOK9910255129503321Choosing and Using Digital Games in the Classroom2496907UNINA