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Choosing and Using Digital Games in the Classroom
Language: en
Pages: 429
Authors: Katrin Becker
Categories: Education
Type: BOOK - Published: 2016-09-29 - Publisher: Springer

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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
Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
Language: en
Pages: 358
Authors: Baek, Young Kyun
Categories: Computers
Type: BOOK - Published: 2010-05-31 - Publisher: IGI Global

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As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and impro
Teaching in the Game-Based Classroom
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Pages: 188
Authors: David Seelow
Categories: Education
Type: BOOK - Published: 2021-07-12 - Publisher: CRC Press

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Teaching in the Game-Based Classroom is a hands-on guide to leveraging students’ embrace of video games toward successful school performance. Evidence tells u
Game-based Learning
Language: en
Pages: 468
Authors: Youngkyun Baek
Categories: Education
Type: BOOK - Published: 2017 - Publisher:

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At a time when digital games are becoming much more commonly used in classrooms, Game-Based Learning: Theory, Strategies, and Performance Outcomes provides a mu
Research Anthology on Developments in Gamification and Game-Based Learning
Language: en
Pages: 1971
Authors: Management Association, Information Resources
Categories: Education
Type: BOOK - Published: 2021-11-26 - Publisher: IGI Global

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Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technolo