Coverart for item
The Resource Choosing and using digital games in the classroom : a practical guide, Katrin Becker

Choosing and using digital games in the classroom : a practical guide, Katrin Becker

Label
Choosing and using digital games in the classroom : a practical guide
Title
Choosing and using digital games in the classroom
Title remainder
a practical guide
Statement of responsibility
Katrin Becker
Creator
Author
Subject
Language
eng
Summary
This book is primarily for teachers as well as those who teach teachers. It is intended to provide all the information a practicioner in education will need to be able to plan for and use games in the classroom effectively. The 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 various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience; and also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans- back cover
Cataloging source
BTCTA
http://library.link/vocab/creatorName
Becker, Katrin
Illustrations
illustrations
Index
index present
LC call number
GV1469.15
LC item number
.B435 2017
Literary form
non fiction
Nature of contents
bibliography
http://library.link/vocab/subjectName
  • Electronic games
  • Computer-assisted instruction
  • Education
Label
Choosing and using digital games in the classroom : a practical guide, Katrin Becker
Instantiates
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • 4PEG in action -- Introduction; September 12; Osy osmosis; Real lives; Math blaster; gone Home; Minecraft; Portal; Summary
  • Part III: Using games
  • Designing game-based pedagogy -- Introduction; The myth of the digital native; Teacher roles and the magic circle; Beginning at the beginning; Instructional design models for DGBL; Summary
  • Game-based lessons -- Introduction; 15 ways to use games in the classroom; 101 instructional strategies for DGBL; Summary
  • Creating DGBL lesson plans and curricula -- Introduction; Lesson plans for games; Anatomy of a lesson plan; Template: single lesson; Template: unit; Using games as a long-term resource; Template: semester; Summary
  • End game -- Embracing the opportunities; Addressing the challenges; The next 10 years; Last words
  • Supplementary materials -- Twenty learning theories embodied in games; Fifteen instructional theories embodied in games; Twelve instructional design models for using games in the classroom; Fifteen ways to use games in the classroom; One hundred and one instructional strategies for use with games; Single lesson plan template; Unit plan template; Course plan template; Study guide template; Teacher's guide template; Glossary; Games and other software
  • Part I: Context
  • What is about games? -- What is a game?; Why we need to analyze games; Why games?; Games now; Summary
  • Digital game-based learning: learning with games -- Theoretical underpinnings of DGBL; The Clark-Kozma debate, revisited; All games teacch; Why games?; Why NOT games?; Games literacy; Summary
  • Digital game pedagogy: teaching with games -- Introduction; Studying the masters; Instructional design theory; Game elements; Summary
  • Part II: Choosing games
  • Commercial off-the-shelf games (COTS) -- Introduction; Digital games are special; Fitness for purpose; Games for content; Games as environments; Games as literature; Summary
  • A magic bullet -- Introduction; The magic bullet model; Magic bullet for education; Summary
  • Evaluating games -- Introduction; What's important in a game for learning?; What roles do teacher play?; Decorative media principle; Becker's lazy test (a.k.a. the BLT); The four pilars; Summary
Control code
ocn908374436
Dimensions
24 cm.
Extent
xxv, 411 pages
Isbn
9783319122229
Lccn
2016945162
Media category
unmediated
Media MARC source
rdamedia
Media type code
n
Other physical details
color illustrations
System control number
(OCoLC)908374436
Label
Choosing and using digital games in the classroom : a practical guide, Katrin Becker
Publication
Bibliography note
Includes bibliographical references and index
Carrier category
volume
Carrier category code
nc
Carrier MARC source
rdacarrier
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • 4PEG in action -- Introduction; September 12; Osy osmosis; Real lives; Math blaster; gone Home; Minecraft; Portal; Summary
  • Part III: Using games
  • Designing game-based pedagogy -- Introduction; The myth of the digital native; Teacher roles and the magic circle; Beginning at the beginning; Instructional design models for DGBL; Summary
  • Game-based lessons -- Introduction; 15 ways to use games in the classroom; 101 instructional strategies for DGBL; Summary
  • Creating DGBL lesson plans and curricula -- Introduction; Lesson plans for games; Anatomy of a lesson plan; Template: single lesson; Template: unit; Using games as a long-term resource; Template: semester; Summary
  • End game -- Embracing the opportunities; Addressing the challenges; The next 10 years; Last words
  • Supplementary materials -- Twenty learning theories embodied in games; Fifteen instructional theories embodied in games; Twelve instructional design models for using games in the classroom; Fifteen ways to use games in the classroom; One hundred and one instructional strategies for use with games; Single lesson plan template; Unit plan template; Course plan template; Study guide template; Teacher's guide template; Glossary; Games and other software
  • Part I: Context
  • What is about games? -- What is a game?; Why we need to analyze games; Why games?; Games now; Summary
  • Digital game-based learning: learning with games -- Theoretical underpinnings of DGBL; The Clark-Kozma debate, revisited; All games teacch; Why games?; Why NOT games?; Games literacy; Summary
  • Digital game pedagogy: teaching with games -- Introduction; Studying the masters; Instructional design theory; Game elements; Summary
  • Part II: Choosing games
  • Commercial off-the-shelf games (COTS) -- Introduction; Digital games are special; Fitness for purpose; Games for content; Games as environments; Games as literature; Summary
  • A magic bullet -- Introduction; The magic bullet model; Magic bullet for education; Summary
  • Evaluating games -- Introduction; What's important in a game for learning?; What roles do teacher play?; Decorative media principle; Becker's lazy test (a.k.a. the BLT); The four pilars; Summary
Control code
ocn908374436
Dimensions
24 cm.
Extent
xxv, 411 pages
Isbn
9783319122229
Lccn
2016945162
Media category
unmediated
Media MARC source
rdamedia
Media type code
n
Other physical details
color illustrations
System control number
(OCoLC)908374436

Library Locations

    • Academic LibraryBorrow it
      2020 S. Avenue 8E, Yuma, AZ, 85366, US
      32.6910976 -114.6289698
Processing Feedback ...