Choosing and Using Digital Games in the Classroom
A Practical Guide
Authors: Becker, Katrin
Free Preview- 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
Buy this book
- 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)
-
-
What Is It About Games?
Pages 3-23
-
Digital Game-Based Learning: Learning with Games
Pages 25-61
-
Digital Game Pedagogy: Teaching with Games
Pages 63-97
-
Commercial Off-the-Shelf Games (COTS)
Pages 101-118
-
A Magic Bullet
Pages 119-150
-
Table of contents (12 chapters)
Recommended for you

Bibliographic Information
- 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
- 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
- Softcover ISBN
- 978-3-319-79175-3
- Series ISSN
- 2567-8086
- Edition Number
- 1
- Number of Pages
- XXV, 411
- Number of Illustrations
- 106 illustrations in colour
- Topics