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  • Book
  • © 2017

Choosing and Using Digital Games in the Classroom

A Practical Guide

Authors:

  • Details practical ways to incorporate videogames in K-12 and post-secondary education
  • Examines both educational games and Commercial Off-the-Shelf games (COTS)?
  • Provides templates for lesson plans involving game-based learning

Part of the book series: Advances in Game-Based Learning (AGBL)

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eBook USD 69.99
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  • Read on any device
  • Instant download
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Softcover Book USD 89.99
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  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
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Hardcover Book USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

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Table of contents (12 chapters)

  1. Front Matter

    Pages i-xxv
  2. Context

    1. Front Matter

      Pages 1-1
    2. What Is It About Games?

      • Katrin Becker
      Pages 3-23
    3. Digital Game Pedagogy: Teaching with Games

      • Katrin Becker
      Pages 63-97
  3. Choosing Games

    1. Front Matter

      Pages 99-99
    2. Commercial Off-the-Shelf Games (COTS)

      • Katrin Becker
      Pages 101-118
    3. A Magic Bullet

      • Katrin Becker
      Pages 119-150
    4. Evaluating Games

      • Katrin Becker
      Pages 151-173
    5. 4PEG in Action

      • Katrin Becker
      Pages 175-214
  4. Using Games

    1. Front Matter

      Pages 215-215
    2. Designing Game-Based Pedagogy

      • Katrin Becker
      Pages 217-242
    3. Game-Based Lessons

      • Katrin Becker
      Pages 243-299
    4. Creating DGBL Lesson Plans and Curricula

      • Katrin Becker
      Pages 301-334
    5. End Game

      • Katrin Becker
      Pages 335-340
    6. Supplementary Materials

      • Katrin Becker
      Pages 341-400
  5. Back Matter

    Pages 401-411

About this book

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 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 effects of games in education and guidance on creating digital game-based learning lesson plans.

Authors and Affiliations

  • Mount Royal University, Calgary, Canada

    Katrin Becker

About the author

Dr. Katrin Becker is an internationally known expert in the design and analysis of Serious Games. With over 30 years of teaching experience in Science, Engineering, Education, and Art, she has taught computer science, videogame design, digital game-based learning, and technical writing. Her teaching innovations have been internationally recognized and she is widely published in the areas of computer science education, educational technology, and digital game based learning, including a book on simulations and games for non-technical people. She designs and develops eLearning in all sectors, and has consulted for various organizations on the use of digital games for instructional purposes. She has designed and developed several educational and advertising games. She is also the author of a book on the technical aspects of simulations and games written for non-technical people.

Bibliographic Information

  • Book Title: Choosing and Using Digital Games in the Classroom

  • Book Subtitle: A Practical Guide

  • Authors: Katrin Becker

  • Series Title: Advances in Game-Based Learning

  • DOI: https://doi.org/10.1007/978-3-319-12223-6

  • Publisher: Springer Cham

  • eBook Packages: Education, Education (R0)

  • Copyright Information: Springer International Publishing Switzerland 2017

  • Hardcover ISBN: 978-3-319-12222-9Published: 07 October 2016

  • Softcover ISBN: 978-3-319-79175-3Published: 14 June 2018

  • eBook ISBN: 978-3-319-12223-6Published: 29 September 2016

  • Series ISSN: 2567-8086

  • Series E-ISSN: 2567-8485

  • Edition Number: 1

  • Number of Pages: XXV, 411

  • Number of Illustrations: 106 illustrations in colour

  • Topics: Educational Technology, Learning & Instruction

Buy it now

Buying options

eBook USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access