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A Guide to Designing Curricular Games

How to "Game" the System

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This book walks readers through the process of turning a class into a curricular game. This way teachers can co-opt the pedagogical techniques of video games such as immersion, just-in-time feedback, and leveling up instead of competing with them.  This manual provides a step-by-step process that guides teachers through designing their own curricular game at their level of technological expertise by showing readers how to do so without any technology or by repurposing tech tools familiar to most readers, thus allowing all readers to get their game on!

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juillet 2018, 349 Pages, Advances in Game-Based Learning, Anglais
Springer Nature EN
978-3-319-82569-4

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