Overview
- Details practical ways to incorporate videogames in K-12 and post-secondary education
- Examines both educational games and Commercial Off-the-Shelf games (COTS)?
- Provides templates for lesson plans involving game-based learning
Part of the book series: Advances in Game-Based Learning (AGBL)
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Table of contents (12 chapters)
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Choosing Games
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Using Games
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Bibliographic Information
Book Title: Choosing and Using Digital Games in the Classroom
Book Subtitle: A Practical Guide
Authors: Katrin Becker
Series Title: Advances in Game-Based Learning
DOI: https://doi.org/10.1007/978-3-319-12223-6
Publisher: Springer Cham
eBook Packages: Education, Education (R0)
Copyright Information: Springer International Publishing Switzerland 2017
Hardcover ISBN: 978-3-319-12222-9Published: 07 October 2016
Softcover ISBN: 978-3-319-79175-3Published: 14 June 2018
eBook ISBN: 978-3-319-12223-6Published: 29 September 2016
Series ISSN: 2567-8086
Series E-ISSN: 2567-8485
Edition Number: 1
Number of Pages: XXV, 411
Number of Illustrations: 106 illustrations in colour