LEADER 02726nam 22005055 450 001 9910255129503321 005 20240322065514.0 010 $a9783319122236 010 $a3319122231 024 7 $a10.1007/978-3-319-12223-6 035 $a(CKB)3710000000873235 035 $a(DE-He213)978-3-319-12223-6 035 $a(MiAaPQ)EBC4701234 035 $a(EXLCZ)993710000000873235 100 $a20160929d2017 u| 0 101 0 $aeng 135 $aurnn|008mamaa 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aChoosing and Using Digital Games in the Classroom $eA Practical Guide /$fby Katrin Becker 205 $a1st ed. 2017. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2017. 215 $a1 online resource (XXV, 411 p. 106 illus. in color.) 225 1 $aAdvances in Game-Based Learning,$x2567-8485 311 08$a9783319122229 311 08$a3319122223 320 $aIncudes bibliographical references at the end of each chapters and index. 327 $aPart 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. . 330 $aThis book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans. 410 0$aAdvances in Game-Based Learning,$x2567-8485 606 $aEducational technology 606 $aLearning, Psychology of 606 $aDigital Education and Educational Technology 606 $aInstructional Psychology 615 0$aEducational technology. 615 0$aLearning, Psychology of. 615 14$aDigital Education and Educational Technology. 615 24$aInstructional Psychology. 676 $a371.33 700 $aBecker$b Katrin$4aut$4http://id.loc.gov/vocabulary/relators/aut$0322083 906 $aBOOK 912 $a9910255129503321 996 $aChoosing and Using Digital Games in the Classroom$92496907 997 $aUNINA