Advances in Game-Based Learning

Choosing and Using Digital Games in the Classroom

A Practical Guide

Authors: Becker, Katrin

  • Details practical ways to incorporate videogames in K-12 and post-secondary education
  • Examines both educational games and Commercial Off-the-Shelf games (COTS)‚Äč
  • Provides templates for lesson plans involving game-based learning
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eBook $79.99
price for USA (gross)
  • ISBN 978-3-319-12223-6
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $99.99
price for USA
  • ISBN 978-3-319-12222-9
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
About this book

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.

About the authors

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.

Table of contents (12 chapters)

Buy this book

eBook $79.99
price for USA (gross)
  • ISBN 978-3-319-12223-6
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Hardcover $99.99
price for USA
  • ISBN 978-3-319-12222-9
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
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Bibliographic Information

Bibliographic Information
Book Title
Choosing and Using Digital Games in the Classroom
Book Subtitle
A Practical Guide
Authors
Series Title
Advances in Game-Based Learning
Copyright
2017
Publisher
Springer International Publishing
Copyright Holder
Springer International Publishing Switzerland
eBook ISBN
978-3-319-12223-6
DOI
10.1007/978-3-319-12223-6
Hardcover ISBN
978-3-319-12222-9
Edition Number
1
Number of Pages
XXV, 411
Number of Illustrations and Tables
106 illustrations in colour
Topics