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Choosing and Using Digital Games in the Classroom: A Practical Guide - Advances in Game-Based Learning Katrin Becker Softcover reprint of the original 1st ed. 2017 edition
Choosing and Using Digital Games in the Classroom: A Practical Guide - Advances in Game-Based Learning
Katrin Becker
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.
411 pages, 106 Illustrations, color; XXV, 411 p. 106 illus. in color.
| Mediji | Grāmatas Paperback Book (Grāmata ar mīksto vāku un līmēto muguru) |
| Izlaists | 2018. gada 14. jūnijs |
| ISBN13 | 9783319791753 |
| Izdevēji | Springer International Publishing AG |
| Lapas | 411 |
| Izmēri | 150 × 220 × 10 mm · 612 g |
| Valoda | Vācu |