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

More books from IGI Global

Cover of the book Handbook of Research on Blended Learning Pedagogies and Professional Development in Higher Education by
Cover of the book Research and Development in E-Business through Service-Oriented Solutions by
Cover of the book Intelligent Computer Vision and Image Processing by
Cover of the book Handbook of Research on Generalized and Hybrid Set Structures and Applications for Soft Computing by
Cover of the book Social, Health, and Environmental Infrastructures for Economic Growth by
Cover of the book Technology and Practice in Geotechnical Engineering by
Cover of the book Advancing Medical Education Through Strategic Instructional Design by
Cover of the book Public Information Management and E-Government by
Cover of the book Building Online Communities in Higher Education Institutions by
Cover of the book Trends and Effects of Technology Advancement in the Knowledge Society by
Cover of the book Developing Service-Oriented Applications Using the Windows Communication Foundation (WCF) Framework by
Cover of the book Handbook of Research on Computational Intelligence for Engineering, Science, and Business by
Cover of the book Advanced Research on Nanotechnology for Civil Engineering Applications by
Cover of the book Exploring the Convergence of Big Data and the Internet of Things by
Cover of the book Managing Global Supply Chain Relationships by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy