Learning to Play: Exploring the Future of Education with Video Games
Over the past two decades, much attention has been given to the new media culture of video games, due to their unique features and pervasive nature among young people. This book critically examines the role of video games in education, arguing that they encourage strategic thinking, planning, communicating, negotiation skills, multi-tasking and group decision-making. It is also observed that video games promote higher levels of attention and concentration among players. The book contains multiple perspectives and presents thought-provoking ideas, innovative approaches, systemic exploration, exemplary and promising efforts, and future-oriented scenarios. The book draws together distinguished researchers, educational and curriculum planners, game creators, educational and social psychologists, and instructional designers to explore how video games can transform the future of education.
Comentarios de usuarios - Escribir una reseña
No hemos encontrado ninguna reseña en los sitios habituales.
Chapter One Let the Game Begin
Chapter Two Video Game Design as Model for Professional Learning
Chapter Four Presenting Content Information and Facilitating
Chapter Five Using Digital Games and Virtual Environments
How Principles of Video Games
Chapter Seven Motivating Science Education through
Otras ediciones - Ver todo
achieved activities allow alternate reality games assessment augmented reality challenges characters classroom cognitive collaborative computer games constructivist create curriculum cutscenes digital games educational games engagement Entertainment Software Association example experience explore fantasy feedback framework game analysis game design game development game elements game genre game players game world game-based learning gameplay gamers games for learning goals ICSL immersive instructional design instructional games integrated interactive Kiili Klopfer knowledge learners learning environments learning objectives Legend of Zelda literacy motivation multimedia multiplayer games narrative non-player characters NPCs park pedagogical playtesting potential practice Prensky principles problem puzzles RCT3 real-world reality Retrieved June ride role RollerCoaster Tycoon Salen scenarios serious games simulation simulation strategy skills solving Squire story strategy teachers teaching theory tion video games virtual environments virtual worlds World of Warcraft York