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. 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. Content Level » Research Keywords » Cultural Significance of Games - DGBL - Digital Game-Based Learning - Serious Games - Traditional vs Digital Games - Videogames in the Classroom Related subjects » Learning & Instruction TABLE OF CONTENTS Introduction.- I. Context.- What is it about games?.- Digital Game-Based Learning: Learning with Games.- Digital Game Pedagogy: Teaching with Games.- II. Choosing Games.- Commericial Off-the-Shelf Games (COTS).- A Magic Bullet.- Evaluating Games.- Magic Bullet in Action.- III. Using Games.- Creating DGBL Lesson Plans.- Creating DGBL Curricula.- End Game.- Appendices.
CITATION STYLE
Becker, K. (2017). What Is It About Games? In Choosing and Using Digital Games in the Classroom (pp. 3–23). Springer International Publishing. https://doi.org/10.1007/978-3-319-12223-6_1
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