Digital Game Based Learning

Digital Game Based Learning
Author: Marc Prensky
Publsiher: Paragon House
Total Pages: 464
Release: 2007-03-01
Genre: Education
ISBN: 1557788634

Download Digital Game Based Learning Book in PDF, Epub and Kindle

Today's workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the Digital Natives' learning power and enthusiasm, traditional training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

Cases on Digital Game Based Learning Methods Models and Strategies

Cases on Digital Game Based Learning  Methods  Models  and Strategies
Author: Baek, Youngkyun
Publsiher: IGI Global
Total Pages: 626
Release: 2013-01-31
Genre: Education
ISBN: 9781466628496

Download Cases on Digital Game Based Learning Methods Models and Strategies Book in PDF, Epub and Kindle

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.

Choosing and Using Digital Games in the Classroom

Choosing and Using Digital Games in the Classroom
Author: Katrin Becker
Publsiher: Springer
Total Pages: 411
Release: 2016-09-29
Genre: Education
ISBN: 9783319122236

Download Choosing and Using Digital Games in the Classroom Book in PDF, Epub and Kindle

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.

Digital Game based Learning

Digital Game based Learning
Author: Marc Prensky
Publsiher: McGraw-Hill Companies
Total Pages: 474
Release: 2001
Genre: Computer-assisted instruction
ISBN: UCSC:32106012553571

Download Digital Game based Learning Book in PDF, Epub and Kindle

A revolutionary new approach to game-based learning, Digital Game-Based Learning shows businesses how to effectively train their under-30 workers through the use of twitch-speed games, computer games, and more.

Developments in Current Game Based Learning Design and Deployment

Developments in Current Game Based Learning Design and Deployment
Author: Felicia, Patrick
Publsiher: IGI Global
Total Pages: 454
Release: 2012-07-31
Genre: Education
ISBN: 9781466618657

Download Developments in Current Game Based Learning Design and Deployment Book in PDF, Epub and Kindle

Educational gaming is becoming more popular at universities, in the military, and in private business. Multidisciplinary research which explores the cognitive and psychological aspects that underpin successful educational video games is therefore necessary to ensure proper curriculum design and positive learning outcomes. Developments in Current Game-Based Learning Design and Deployment highlights the latest research from professionals and researchers working in the fields of educational games development, e-learning, multimedia, educational psychology, and information technology. It promotes an in-depth understanding of the multiple factors and challenges inherent to the design and integration of game-based Learning environments.

Game based Learning

Game based Learning
Author: Youngkyun Baek
Publsiher: Unknown
Total Pages: 468
Release: 2017
Genre: Education
ISBN: 1536119202

Download Game based Learning Book in PDF, Epub and Kindle

At a time when digital games are becoming much more commonly used in classrooms, Game-Based Learning: Theory, Strategies, and Performance Outcomes provides a much-needed guide to different forms and applications of digital game-based learning. This book brings together researchers and practitioners from around the world who share their theories, strategies, findings of case studies, and practical approaches to support better performance and learning outcomes when learning with digital games. This book is intended to provide readers with three main parts of information. One is a clear and practical understanding of theory and research-based principles of game-based learning. This first section of the book includes fresh perspectives and an overview of existing and emerging theories in game-based learning, which are also presented in the form of case study findings and implications. The second section of this book gives readers the "how to" information needed to turn the understanding of intellectual grounding into effective practices of digital games for classroom use. The third part of this book also includes some practical approaches for evaluating different aspects of learning within the game-based learning context. This information about practical approaches is presented through chapters on achievements and performance outcomes. Game-Based Learning: Theory, Strategies, and Performance Outcomes synthesizes arguments, practices, and research findings on the effectiveness of different designs and approaches within game-based learning practices. But, a major message of this book is that the joint influence of implementation, context, and learner characteristics interacting with digital games is what determines learning and achievement outcomes. This book is intended for researchers, practitioners, designers, policy makers, and current and future teachers. The teacher/-educator will benefit from topics such as practical strategies to improve student performance, while researchers can use the findings from the case studies presented in this book as a foundation for future explorations and research studies.

Game based Learning Across the Disciplines

Game based Learning Across the Disciplines
Author: Carmela Aprea,Dirk Ifenthaler
Publsiher: Springer Nature
Total Pages: 427
Release: 2021-08-02
Genre: Education
ISBN: 9783030751425

Download Game based Learning Across the Disciplines Book in PDF, Epub and Kindle

The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Research Anthology on Developments in Gamification and Game Based Learning

Research Anthology on Developments in Gamification and Game Based Learning
Author: Management Association, Information Resources
Publsiher: IGI Global
Total Pages: 1971
Release: 2021-11-26
Genre: Education
ISBN: 9781668437117

Download Research Anthology on Developments in Gamification and Game Based Learning Book in PDF, Epub and Kindle

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.