Choosing and Using Digital Games in the Classroom A Practical Guide
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 va
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Katrin Becker
Choosing and Using Digital Games in the Classroom A Practical Guide
Advances in Game-Based Learning
Series Editors Dirk Ifenthaler Scott Joseph Warren Deniz Eseryel
More information about this series at http://www.springer.com/series/13094
Katrin Becker
Choosing and Using Digital Games in the Classroom A Practical Guide
Katrin Becker Mount Royal University Calgary, AB, Canada
Advances in Game-Based Learning ISBN 978-3-319-12222-9 ISBN 978-3-319-12223-6 DOI 10.1007/978-3-319-12223-6
(eBook)
Library of Congress Control Number: 2016945162 © Springer International Publishing Switzerland 2017 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG Switzerland
Preface
“If we teach today’s students as we did yesterday’s, we are robbing them of tomorrow.” John Dewey
Being able to assess a game’s design before it gets used in the classroom has never been more important.
Who This Book Is for This book is primarily for teachers—both present and future—as well as those who teach teachers. It is intended to provide all the information a practitioner in education will need to be able to plan for and use games in the classroom effectively. It is suitable for use as a textbook in a pre-service or master’s education program but down-to-earth enough to be of value to any teacher interested in learning how to use games in the classroom. It assumes no prior background in game studies but does assume you have an interest in teaching. I am assuming that since you are reading this book, you are already convinced that there is potential value in using games for learning (G4L), even if you may not be really clear on how. Even though you may already be convinced, your supervisors, coworkers, or managers may not, so this volume will provide the background and research that can help you make your case.
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Preface
What This Book Cover
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