Cases on Digital Game-Based Learning

Methods, Models, and Strategies

Nonfiction, Reference & Language, Education & Teaching, Teaching, Computers & Technology
Cover of the book Cases on Digital Game-Based Learning by , IGI Global
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Author: ISBN: 9781466628861
Publisher: IGI Global Publication: January 31, 2013
Imprint: Information Science Reference Language: English
Author:
ISBN: 9781466628861
Publisher: IGI Global
Publication: January 31, 2013
Imprint: Information Science Reference
Language: English

In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

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