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Choosing and Using Digital Games in the Classroom

A Practical Guide

  • Katrin┬áBecker

Part of the Advances in Game-Based Learning book series (AGBL)

Table of contents

  1. Front Matter
    Pages i-xxv
  2. Context

    1. Front Matter
      Pages 1-1
    2. Katrin Becker
      Pages 3-23
    3. Katrin Becker
      Pages 63-97
  3. Choosing Games

    1. Front Matter
      Pages 99-99
    2. Katrin Becker
      Pages 101-118
    3. Katrin Becker
      Pages 119-150
    4. Katrin Becker
      Pages 151-173
    5. Katrin Becker
      Pages 175-214
  4. Using Games

    1. Front Matter
      Pages 215-215
    2. Katrin Becker
      Pages 217-242
    3. Katrin Becker
      Pages 243-299
    4. Katrin Becker
      Pages 301-334
    5. Katrin Becker
      Pages 335-340
    6. Katrin Becker
      Pages 341-400
  5. Back Matter
    Pages 401-411

About this book

Introduction

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.

Keywords

Cultural Significance of Games DGBL Digital Game-Based Learning Serious Games Traditional vs Digital Games Videogames in the Classroom

Authors and affiliations

  • Katrin┬áBecker
    • 1
  1. 1.Mount Royal UniversityCalgaryCanada

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-12223-6
  • Copyright Information Springer International Publishing Switzerland 2017
  • Publisher Name Springer, Cham
  • eBook Packages Education
  • Print ISBN 978-3-319-12222-9
  • Online ISBN 978-3-319-12223-6
  • Buy this book on publisher's site
Industry Sectors
Consumer Packaged Goods