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Choosing and Using Digital Games in the Classroom

A Practical Guide

  • Book
  • © 2017

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)

  1. Context

  2. Choosing Games

  3. Using Games

Keywords

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.

Authors and Affiliations

  • Mount Royal University, Calgary, Canada

    Katrin Becker

About the author

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.

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

  • Topics: Educational Technology, Learning & Instruction

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