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Titlebook: Choosing and Using Digital Games in the Classroom; A Practical Guide Katrin Becker Book 2017 Springer International Publishing Switzerland

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https://doi.org/10.1007/978-3-8348-8200-4n strategies that use games. The last piece of our puzzle is a big one. This chapter presents a list of 101 instructional strategies that are either specifically designed for games, or that have been adapted from existing strategies to make use of games.
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2567-8086 -Shelf games (COTS)?.Provides templates for lesson plans invThis 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
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https://doi.org/10.1007/978-3-8348-8200-4em of creating lessons that use games and create a rough hierarchy for learning interventions which we use to help us scope the lesson planning task. Finally, the chapter considers instructional design as it applies to DGBL and looks at how to leverage some ID models for our purposes.
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Designing Game-Based Pedagogyem of creating lessons that use games and create a rough hierarchy for learning interventions which we use to help us scope the lesson planning task. Finally, the chapter considers instructional design as it applies to DGBL and looks at how to leverage some ID models for our purposes.
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Book 2017history 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 eff
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Game-Based Lessonsn strategies that use games. The last piece of our puzzle is a big one. This chapter presents a list of 101 instructional strategies that are either specifically designed for games, or that have been adapted from existing strategies to make use of games.
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