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Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom


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About the Book

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.
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.


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Product Details
  • ISBN-13: 9783319122229
  • Publisher: Springer
  • Publisher Imprint: Springer
  • Edition: 1st ed. 2017
  • Language: English
  • Returnable: Y
  • Spine Width: 25 mm
  • Weight: 838 gr
  • ISBN-10: 3319122223
  • Publisher Date: 07 Oct 2016
  • Binding: Hardback
  • Height: 234 mm
  • No of Pages: 411
  • Series Title: Advances in Game-Based Learning
  • Sub Title: A Practical Guide
  • Width: 156 mm


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