Choosing And Using Digital Games In The Classroom

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Choosing and Using Digital Games in the Classroom

Author : Katrin Becker
Publisher : Springer
Page : 411 pages
File Size : 51,7 Mb
Release : 2016-09-29
Category : Education
ISBN : 9783319122236

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Choosing and Using Digital Games in the Classroom by Katrin Becker Pdf

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.

Game On

Author : Ryan L. Schaaf,Nicky Mohan
Publisher : Solution Tree Press
Page : 160 pages
File Size : 55,8 Mb
Release : 2016-10-25
Category : Education
ISBN : 9781936763986

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Game On by Ryan L. Schaaf,Nicky Mohan Pdf

Discover how digital gaming can improve learning and prepare students for successful futures. The authors—both experienced educators and enthusiastic gamers—contend that students of the 21st century communicate and learn differently than previous generations. By incorporating digital games into lessons, student learning will more accurately reflect the interactive, engaging reality students experience outside the classroom and better prepare them for college and careers. Benefits Explore learning theory and research that supports why students of the digital generation require different learning and teaching methods than previous generations. Discover the benefits of classroom gamification for educational and professional development purposes, which include making students active participants in their learning. Gain consistent, clear definitions for terms related to gaming in education, and learn how to incorporate digital games into lesson design. Access lists of suggested digital games, and learn for what purposes the games are most useful. Consider how digital games can address students’ diverse learning needs and can be used for assessment. Contents Foreword by Ian Jukes Introduction: The Gamer in Us All Chapter 1: From Entertainment to Education 3.0 Chapter 2: The Arcade of Education Chapter 3: Learning Theory and the Attributes of the Digital Generation Chapter 4: How to Find and Evaluate Digital Games for Teaching, Learning, and Assessment Chapter 5: Lesson Design Using Digital Games Chapter 6: Digital Gaming and Assessment Chapter 7: The Nine I’s of Modern Learning Chapter 8: Beyond Linear Presentations Chapter 9: Takeaways References and Resources

Video Games as a Teaching Tool. Epic Step-by-step Guide

Author : Elena V Shliakhovchuk
Publisher : Unknown
Page : 278 pages
File Size : 42,7 Mb
Release : 2020-11-18
Category : Electronic
ISBN : 8409254468

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Video Games as a Teaching Tool. Epic Step-by-step Guide by Elena V Shliakhovchuk Pdf

A clear and effective approach to teaching using digital game.EdTech is an area rife with promises of improved teaching and learning proclaimed by globe-trotting gurus, keynote speakers and product evangelists. Some of them are just hype, but digital game-based learning and teaching (DGBL&T) definitely not. These are here to stay.Why?Because there are more than 2.5 billion video game players all ages worldwide.The average young person accumulates 10,000 hours of gaming before turning 21.75% of gamers believe playing video games provides mental stimulation or education. Parents see digital games as providing a variety of educational benefits and consider them a positive part of their children's lives.Around 61% of senior executives surveyed take daily game breaks at work.Consequently, the interest is growing in the potential of video games for formal and informal education. Furthermore, the recent explosion of online teaching has created a demand for teachers capable of teaching using video games. Yet, comprehensive pedagogical resources are scare.As a result, teachers and educators like you are nervous about introducing video games into their classrooms. They aren't sure where to start, what to take into consideration, where to seek advice.Where to find suitable games?How to assess their effectiveness?What about the cost of acquiring games?How to deal with behavioural issues during gaming sessions in class?How to plan a lesson with a video game?What accompanying activities to offer?What about gaming software and hardware requirements?Are video games suitable for online teaching?...These are some of the questions that cross the teachers' mind.Digital game-based learning and teaching remains a mysterious process, and those who manage to master it are looked upon as Cracks.And how would you feel if you were a digital game-based learning and teaching Crack?The best advice for technology implementation comes from simply trying things out and from speaking with colleagues who were working with similar technology in similar situations and circumstances. This book is such a colleague of yours. It is an informal conversation between a DGBL&T n00b (newbie) and someone with extensive experience using video games for teaching purposes.Video games as a teaching tool. EPIC Guide demystifies the digital game-based learning and teaching process and contains inspiration and guidance on how to effectively bring video games to your classroom!Right from the first pages EPIC Guide gives you advice, instructional strategies, best practices and pro techniques to start teaching with video games.The EPIC guide is based on the letters of the EPIC model and covers most of the aspects of learning and teaching with video games.E evaluates your current resources for using video games in the classroom and opens the curtain of where to find the perfect game.P helps to prepare a lesson plan with video games.I presents a number of actionable ideas for integrating video games in your classroom.C covers the assessment and evaluation of the effectiveness of learning with digital games and invites to become an influencer in this field.Each part has tens of the power questions that you can think about, to stimulate creativity and ideas generation, to test your understanding of the material covered or to go beyond it.This book not only provides tons of practical advice for integrating video games in your classroom but also show you how to choose and use digital games, so they resonate with you and your students.What is more, the book contains video game jokes and memes to develop a taste of gaming humour.Epic Guide is for anyone in a formal and informal education setting who is interested in teaching using video games. Of course, it can be useful for parents who are looking to play video games meaningfully their children.

Learning with Digital Games

Author : Nicola Whitton
Publisher : Routledge
Page : 232 pages
File Size : 44,9 Mb
Release : 2009-09-10
Category : Education
ISBN : 9781135215897

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Learning with Digital Games by Nicola Whitton Pdf

Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.

Digital Game-Based Learning

Author : Marc Prensky
Publisher : Paragon House
Page : 464 pages
File Size : 51,8 Mb
Release : 2007-03-01
Category : Education
ISBN : 1557788634

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Digital Game-Based Learning by Marc Prensky Pdf

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.

Making School a Game Worth Playing

Author : Ryan Schaaf,Nicky Mohan
Publisher : Corwin Press
Page : 205 pages
File Size : 54,5 Mb
Release : 2014-06-05
Category : Education
ISBN : 9781483375137

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Making School a Game Worth Playing by Ryan Schaaf,Nicky Mohan Pdf

Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

Game-based Learning Across the Disciplines

Author : Carmela Aprea,Dirk Ifenthaler
Publisher : Springer Nature
Page : 427 pages
File Size : 54,7 Mb
Release : 2021-08-02
Category : Education
ISBN : 9783030751425

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Game-based Learning Across the Disciplines by Carmela Aprea,Dirk Ifenthaler Pdf

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.

Digital Games and Language Learning

Author : Mark Peterson,Kasumi Yamazaki,Michael Thomas
Publisher : Bloomsbury Publishing
Page : 253 pages
File Size : 47,8 Mb
Release : 2021-03-25
Category : Language Arts & Disciplines
ISBN : 9781350133020

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Digital Games and Language Learning by Mark Peterson,Kasumi Yamazaki,Michael Thomas Pdf

Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.

New Educational Technologies and Their Impact on Students' Well-being and Inclusion Process

Author : Maria Luisa Lorusso,Daniela Traficante,Mirta Vernice,Barbara Carretti,Daniela Maria Sarti
Publisher : Frontiers Media SA
Page : 183 pages
File Size : 44,9 Mb
Release : 2022-01-13
Category : Science
ISBN : 9782889740659

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New Educational Technologies and Their Impact on Students' Well-being and Inclusion Process by Maria Luisa Lorusso,Daniela Traficante,Mirta Vernice,Barbara Carretti,Daniela Maria Sarti Pdf

Research Anthology on Developments in Gamification and Game-Based Learning

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 1971 pages
File Size : 40,5 Mb
Release : 2021-11-26
Category : Education
ISBN : 9781668437117

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Research Anthology on Developments in Gamification and Game-Based Learning by Management Association, Information Resources Pdf

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.

Games and Learning Alliance

Author : Antonios Liapis,Georgios N. Yannakakis,Manuel Gentile,Manuel Ninaus
Publisher : Springer Nature
Page : 613 pages
File Size : 49,7 Mb
Release : 2019-11-20
Category : Computers
ISBN : 9783030343507

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Games and Learning Alliance by Antonios Liapis,Georgios N. Yannakakis,Manuel Gentile,Manuel Ninaus Pdf

This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.

ECGBL 2018 12th European Conference on Game-Based Learning

Author : Dr Melanie Ciussi
Publisher : Academic Conferences and publishing limited
Page : 128 pages
File Size : 54,6 Mb
Release : 2018-10-04
Category : Games & Activities
ISBN : 9781912764006

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ECGBL 2018 12th European Conference on Game-Based Learning by Dr Melanie Ciussi Pdf

Hybrid Play

Author : Adriana de Souza e Silva,Ragan Glover-Rijkse
Publisher : Routledge
Page : 264 pages
File Size : 55,6 Mb
Release : 2020-02-26
Category : Games & Activities
ISBN : 9781000042351

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Hybrid Play by Adriana de Souza e Silva,Ragan Glover-Rijkse Pdf

This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.

Playing to Learn

Author : David Hutchison
Publisher : Bloomsbury Publishing USA
Page : 280 pages
File Size : 48,5 Mb
Release : 2007-05-30
Category : Language Arts & Disciplines
ISBN : 9780313094736

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Playing to Learn by David Hutchison Pdf

Playing to Learn: Video Games in the Classroom is one of first practical resources that helps teachers integrate the study of video games into the classroom. The book is comprised of over 100 video game related activity ideas appropriate for Grades 4 to 12. Virtually every subject area is addressed. The book is augmented with several discussion articles contributed by scholars, journalists, and bloggers who routinely write about video games. In addition, the book includes dozens of activity modification and extension ideas, Web links, data tables, and photos.

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Author : Karen Schrier Shaenfeld
Publisher : Lulu.com
Page : 281 pages
File Size : 45,9 Mb
Release : 2016
Category : Education
ISBN : 9781329703568

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Learning and Education Games: Volume Two: Bringing Games into Educational Contexts by Karen Schrier Shaenfeld Pdf

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).