Skip to main navigation Skip to search Skip to main content

Cases on digital game-based learning: Methods, models, and strategies

Youngkyun Baek*, Nicola Whitton

*Corresponding author for this work

Research output: Book/ReportBookpeer-review

6 Citations (Scopus)

Abstract

In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation.

Original languageEnglish
PublisherIGI Global
Number of pages592
ISBN (Electronic)9781466628496
ISBN (Print)1466628480, 9781466628489
DOIs
Publication statusPublished - 31 Jan 2013
Externally publishedYes

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Fingerprint

Dive into the research topics of 'Cases on digital game-based learning: Methods, models, and strategies'. Together they form a unique fingerprint.

Cite this