Choosing and Using Digital Games in the Classroom - 7 Angebote vergleichen
Preise | 2015 | 2019 | 2021 |
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Schnitt | € 97,28 | € 94,45 | € 109,99 |
Nachfrage |
1
Choosing and Using Digital Games in the Classroom (2016)
~EN NW
ISBN: 9783319122229 bzw. 3319122223, vermutlich in Englisch, Springer, neu.
Lieferung aus: Deutschland, Sofort lieferbar.
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. gebundene Ausgabe, 07.10.2016.
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. gebundene Ausgabe, 07.10.2016.
2
Choosing and Using Digital Games in the Classroom
DE HC NW
ISBN: 9783319122229 bzw. 3319122223, in Deutsch, Springer Shop, gebundenes Buch, neu.
Lieferung aus: Deutschland, Lagernd.
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. Hard cover.
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. Hard cover.
3
Choosing and Using Digital Games in the Classroom - A Practical Guide
DE HC NW
ISBN: 9783319122229 bzw. 3319122223, in Deutsch, Springer-Verlag Gmbh, gebundenes Buch, neu.
Choosing and Using Digital Games in the Classroom: 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. Englisch, Buch.
4
| Choosing and Using Digital Games in the Classroom | Springer | 1st ed. 2017 | 2016
DE NW
ISBN: 9783319122229 bzw. 3319122223, in Deutsch, Springer, neu.
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.
5
Choosing and Using Digital Games in the Classroom
DE NW
ISBN: 9783319122229 bzw. 3319122223, in Deutsch, neu.
Lieferung aus: Vereinigtes Königreich Großbritannien und Nordirland, Lieferzeit: 11 Tage, zzgl. Versandkosten.
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.
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.
6
Choosing and Using Digital Games in the Classroom: A Practical Guide
DE NW
ISBN: 9783319122229 bzw. 3319122223, in Deutsch, Springer International Publishing, Springer International Publishing, Springer International Publishing, neu.
Lieferung aus: Vereinigte Staaten von Amerika, zzgl. Versandkosten, Free Shipping on eligible orders over $25, in-stock.
Katrin Becker, Hardcover - 1st ed. 2016,Series: Advances in Game-Based Learning 1, English-language edition, Pub by Springer International Publishing.
Katrin Becker, Hardcover - 1st ed. 2016,Series: Advances in Game-Based Learning 1, English-language edition, Pub by Springer International Publishing.
7
Choosing and Using Digital Games in the Classroom (2016)
DE HC NW
ISBN: 9783319122229 bzw. 3319122223, in Deutsch, gebundenes Buch, neu.
Lieferung aus: Deutschland, Next Day, Versandkostenfrei.
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
Die Beschreibung dieses Angebotes ist von geringer Qualität oder in einer Fremdsprache. Trotzdem anzeigen
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