
Choosing and Using Digital Games in the Classroom
A Practical Guide
Katrin Becker(Author)
Springer (Publisher)
Published on 7. October 2016
Book
Hardback
XXV, 411 pages
978-3-319-12222-9 (ISBN)
Description
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.
More details
Series
Edition
1st ed. 2017
Language
English
Place of publication
Cham
Switzerland
Publishing group
Springer International Publishing
Target group
Professional and scholarly
Research
Illustrations
106 farbige Abbildungen
XXV, 411 p. 106 illus. in color.
Dimensions
Height: 241 mm
Width: 160 mm
Thickness: 30 mm
Weight
822 gr
ISBN-13
978-3-319-12222-9 (9783319122229)
DOI
10.1007/978-3-319-12223-6
Schweitzer Classification
Other editions
Additional editions

Book
06/2018
Springer
€85.59
Shipment within 10-15 days

E-Book
09/2016
Springer
€85.59
Available for download
Person
Dr. Katrin Becker is an internationally known expert in the design and analysis of Serious Games. With over 30 years of teaching experience in Science, Engineering, Education, and Art, she has taught computer science, videogame design, digital game-based learning, and technical writing. Her teaching innovations have been internationally recognized and she is widely published in the areas of computer science education, educational technology, and digital game based learning, including a book on simulations and games for non-technical people. She designs and develops eLearning in all sectors, and has consulted for various organizations on the use of digital games for instructional purposes. She has designed and developed several educational and advertising games. She is also the author of a book on the technical aspects of simulations and games written for non-technical people.
Content
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.