" --Mark Bieler, EVP, Human Resources, Bankers Trust Company (1989-1999) "This is a breakthrough book that looks at learning as a high activity, high engagement and high intensity process.
Author: Marc Prensky
Publisher: McGraw-Hill Companies
Category: Games & Activities
Recognizing that people respond more effectively to speed, fun and graphics, Prensky’s revolutionary approach melds the engagement of fast-paced video games with serious business content to create better and more engaging training. Digital Game-Based Learning expands on his technique by explaining what digital game-based learning is, why it is different and better, why it’s not just another fad, where it can be used, and how to implement it. Brimming with case studies based on on-site visits to companies who have already successfully utilized this revolutionary training methodology, readers will discover new ways to better motivate and educate. A Web site — www.twitchspeed.com — linked to the guide will bring together the various people and companies involved in the game-based learning field and become a forum for the exchange of ideas.
Action Games, Aesthetics and Learning Much of the research about learning and action games is within the field of cognitive science. Action games are games in
which physical dexterity, speed and perception play a large role in the gameplay
Author: Michele D. Dickey
Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.
We review the methodological approaches of design-based research and action
research and discuss some of the implications of applying these methods to game research. Both methods involve combining empirical educational research
Also the combat element is strong in such games a fact that might distract
students from the educational goals. To our knowledge there aren't any examples
of using a Role-Playing game in the context of Physics education. Action Games
Author: Felicia, Patrick
Publisher: IGI Global
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.
Author: Eric B. Bauman, PhD, RNPublish On: 2012-07-27
Well-crafted game- and simulation-based learning environments solve this
puzzle. ... As such, the designed experiences found in learning games and
simulations are rooted in learning through action and reflection—the two
foundations of ...
Author: Eric B. Bauman, PhD, RN
Publisher: Springer Publishing Company
"This is a comprehensive resource for anyone interested in integrating gaming and simulation into a course or the entire curricula. It presents the theory and the associated practical application. The extensive reference list and resource/product list encourage and support readers with implementation." Score: 98, 5 Stars.--Doody's Medical Reviews "Game-Based Teaching and Simulation in Nursing and Healthcare is a timely, exhaustive look at how emerging technologies are transforming clinical education. Anyone looking for firsthand, direct account of how game-based learning technologies are reshaping clinical practice needs this book." Kurt Squire, PhD Associate Professor Games+Learning+Society [GLS] School of Education University Of Wisconsin - Madison This innovative text provides practical strategies for developing, integrating, and evaluating new and emerging technology, specifically game-based learning methods, useful in nursing and clinical health sciences education. The text draws upon existing models of experiential learning such as Benner's "thinking-in-action" and "novice-to-expert" frameworks, and introduces current theories supporting the phenomenon of the created learning environment. Chapters explain how simulation and game-based learning strategies can be designed, implemented, and evaluated to improve clinical educational thinking and outcomes and increase exposure to critical experiences to inform clinicians during the journey from novice to expert. The text also describes how game-based learning methods can support the development of complex decision-making and critical thinking skills. Case studies throughout demonstrate the practical application of harnessing technology as a teaching/learning device. Key Features: Provides strategies for developing, integrating, and evaluating game-based learning methods for nursing and healthcare educators Prepares teachers for the paradigm shift from static "e-learning" to dynamic distance experiential learning in virtual and game-based environments Illustrates how to integrate game-based learning into existing curricula Offers theoretical and practical examples of how game-based learning technologies can be used in nursing and clinical education
Jan L. Plass, Richard E. Mayer, Bruce D. Homer. versus procedural skill
development), the type and duration of game-based learning action (e.g.,
collaborative meaning making for longer gaming duration versus accelerated
problem solving), ...
Author: Jan L. Plass
Publisher: MIT Press
A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan
Games-based learning demands the user to participate in the goal-directed play
and encourages the learner to practice and ... Responses obtained for each action is a form of knowledge (causal-effect relationship) gained through
Author: Connolly, Thomas
Publisher: IGI Global
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
' This book may make you anxious, make you laugh, or make you angry.
Author: Karl M. Kapp
Publisher: John Wiley & Sons
Category: Business & Economics
"Learning professionals are finding success applying game-based sensibilities to the development of instruction. This is the first book to show how to design online instruction that leverages the best elements of online games to increase learning, retention, and application. It explains how to match different game strategies to types of learning content for the right learning outcome and discusses how gamification techniques can be used in a variety of settings to improve learning, retention and application of knowledge. Supported by peer-reviewed studies and examples from corporations who have adopted game-based learning successfully, the book illustrates how combining instructional design thinking with game concepts can create engaged and interactive learning experiences across a variety of media, from online to face-to-face"--
The proposed platform aims to 1) enhance training experience with learn by
doing and scenario- based learning experience, 2) increase training capacity for
the ... Keywords: skill training, serious game, action learning, experience learning
Field Report: Collaborative Blended Learning meets Game-based Learning or
how Internet Platforms allow us to play 1000 “Low ... by bm:bwk und fnm-austria,
http://serverprojekt.fh-joanneum.at/sp/ 2 Argyris, C. (1996): Knowledge for Action.
The result of this research, there are meaningful difference in intrinsic motivation
between learners who use games on the higher level of action and learners on
the lower level of action in game-based learning. And also, the intrinsic
Author: Tai-hoon Kim
Publisher: Springer Science & Business Media
This book constitutes the refereed proceedings of the International Conference, GDC 2011, held as Part of the Future Generation Information Technology Conference, FGIT 2011, Jeju Island, Korea, in December 2011. The papers presented were carefully reviewed and selected from numerous submissions and focuse on the various aspects of grid and distributed computing.
As a core characteristic of a game (Brougère, 2005), freedom is one of the most
important elements that should be fostered ... and then decide if a decision that
was made or a given action that was enacted within the game was relevant or not
That is, to agree on a future course of action. During this process, which is
moderated and coordinated by the trainer, each player gets the chance to
represent her team in public and each team wins or looses points. The winner of
the game is ...
Author: Maja Pivec
Publisher: Pabst Science Publishers
Guidelines for Game-Based Learning is a contribution to a fast developing field of high interest to many educators: Make learning fun! This book is a result of joint research for the European project, "UniGame: Game-Based Learning for Universities and Life-long Learning". With the UniGame project, we tried to break completely from the tradition and start from a new concept: Motivation and fun dimensions were put in the middle and we started from the concepts of games and play-ing. The primary target-group of these guidelines is practitioners i.e. all pedagogues, teachers and trainers that want to implement game-based learning in their classes. The book will help them to systematically find commercial games and introduce them into their classes, or to implement their own ideas in the form of an educational game. Activities in-cluded in the chapters offer support in this proactive behaviour. Chapter one begins with key messages about game-based learning, and triggers first reflections on the place of this approach in higher education and training institutions. The theoretical background of game-based learning is outlined. In Chapter two a range of existing game classifications introduce the innovative 'UniGame' game classification that is based on learning goals, and relates games that help to achieve them. This classification offers guidance to practitio-ners in choosing an existing game to complement their classroom studies, and provides ideas for creating new educa-tional games. Chapter three describes the process of choosing and using a game for class use. A guide to introducing games into a course is outlined, for example, selecting and finding appropriate game, considering skills of tutors and students, tech-nical conditions, etc. Chapter four supports practitioners in defining their own educational game. Educational game design steps are outlined in detail. A freely accessible web platform called "UniGame: Social Skills and Knowledge Training" is presented.
Create engaged, adventure-filled learning with this resourceful guide!
Author: Ryan Schaaf
Publisher: Corwin Press
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!
... SENIOR HIGH SCHOOL, FINLAND An easily overlooked option for game- based education in classrooms is live-action role-playing, commonly known as
larping. In larps, participants play characters, fictional personas created for that
Author: Alex Moseley
A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples. An editors’ introduction pulls the collection together, identifying shared themes and drawing on the editors’ own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.
... innovative citizenship education learning program based on the Statecraft X
curriculum. The authors hold that it is essential for student learning to be
engaged in and studied performatively, in the everyday context of students'
situated action ...
Author: Ferdig, Richard E.
Publisher: IGI Global
Games and simulations have emerged as new and effective tools for educational learning by providing interactivity and integration with online resources that are typically unavailable with traditional educational resources. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds presents developments and evaluations of games and computer-mediated simulations in order to showcase a better understanding of the role of electronic games in multiple studies. This book is useful for researchers, practitioners, and policymakers to gain a deeper comprehension of the relationship between research and practice of electronic gaming and simulations in the educational environment.
The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents.
Author: Zheng, Robert
Publisher: IGI Global
Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.
Author: Garc¡a-Pe¤alvo, Francisco JosPublish On: 2008-03-31
Learning in immersive worlds: A review of game-based learning. Paper prepared
for the ... Action e-learning: An exploratory case study examining the impact of action learning on the design of managementlevel Web-based instruction. In M.K.
Author: Garc¡a-Pe¤alvo, Francisco Jos
Publisher: IGI Global
Web-based training, known as e-learning, has experienced a great evolution and growth in recent years, as the capacity for education is no longer limited by physical and time constraints. The emergence of such a prized learning tool mandates a comprehensive evaluation of the effectiveness and implications of e-learning. Advances in E-Learning: Experiences and Methodologies explores the technical, pedagogical, methodological, tutorial, legal, and emotional aspects of e-learning, considering and analyzing its different application contexts, and providing researchers and practitioners with an innovative view of e-learning as a lifelong learning tool for scholars in both academic and professional spheres.
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year.
Author: J. D. Fletcher
Category: Technology & Engineering
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socioeconomic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.