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Choosing and Using Digital Games in the Classroom: A Practical Guide - Advances in Game-Based Learning Katrin Becker Softcover reprint of the original 1st ed. 2017 edition
Choosing and Using Digital Games in the Classroom: A Practical Guide - Advances in Game-Based Learning
Katrin Becker
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.
411 pages, 106 Illustrations, color; XXV, 411 p. 106 illus. in color.
| Media | Boeken Paperback Book (Boek met zachte kaft en gelijmde rug) |
| Vrijgegeven | 14 juni 2018 |
| ISBN13 | 9783319791753 |
| Uitgevers | Springer International Publishing AG |
| Pagina's | 411 |
| Afmetingen | 150 × 220 × 10 mm · 612 g |
| Taal en grammatica | Duits |