Vendeur : SpringBooks, Berlin, Allemagne
Edition originale
EUR 57,85
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Ajouter au panierHardcover. Etat : As New. 1. Auflage. Unread, like new. Immediately dispatched from Germany.
Vendeur : Ria Christie Collections, Uxbridge, Royaume-Uni
EUR 126,47
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Ajouter au panierEtat : New. In.
Vendeur : Books Puddle, New York, NY, Etats-Unis
EUR 159,19
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Ajouter au panierEtat : New. pp. 250.
Vendeur : Revaluation Books, Exeter, Royaume-Uni
EUR 167,23
Quantité disponible : 2 disponible(s)
Ajouter au panierHardcover. Etat : Brand New. 250 pages. 9.25x6.25x1.00 inches. In Stock.
Langue: anglais
Edité par Springer International Publishing, Springer International Publishing, 2016
ISBN 10 : 3319122223 ISBN 13 : 9783319122229
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
EUR 117,69
Quantité disponible : 1 disponible(s)
Ajouter au panierBuch. Etat : Neu. Druck auf Anfrage Neuware - Printed after ordering - 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 seriousgame 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.
Vendeur : Brook Bookstore On Demand, Napoli, NA, Italie
EUR 94,25
Quantité disponible : Plus de 20 disponibles
Ajouter au panierEtat : new. Questo è un articolo print on demand.
Langue: anglais
Edité par Springer International Publishing Okt 2016, 2016
ISBN 10 : 3319122223 ISBN 13 : 9783319122229
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne
EUR 117,69
Quantité disponible : 2 disponible(s)
Ajouter au panierBuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 seriousgame 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. 440 pp. Englisch.
Langue: anglais
Edité par Springer International Publishing, 2016
ISBN 10 : 3319122223 ISBN 13 : 9783319122229
Vendeur : moluna, Greven, Allemagne
EUR 101,04
Quantité disponible : Plus de 20 disponibles
Ajouter au panierGebunden. Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Details practical ways to incorporate videogames in K-12 and post-secondary educationExamines both educational games and Commercial Off-the-Shelf games (COTS)Provides templates for lesson plans involving game-based learning.
Vendeur : Majestic Books, Hounslow, Royaume-Uni
EUR 162,25
Quantité disponible : 4 disponible(s)
Ajouter au panierEtat : New. Print on Demand pp. 250.
Vendeur : Biblios, Frankfurt am main, HESSE, Allemagne
EUR 164,99
Quantité disponible : 4 disponible(s)
Ajouter au panierEtat : New. PRINT ON DEMAND pp. 250.
Langue: anglais
Edité par Springer, Springer Okt 2016, 2016
ISBN 10 : 3319122223 ISBN 13 : 9783319122229
Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagne
EUR 117,69
Quantité disponible : 1 disponible(s)
Ajouter au panierBuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -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.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 440 pp. Englisch.