Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching

Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.

Author: Nicola Whitton

Publisher: Routledge

ISBN: 9781136341311

Category: Education

Page: 232

View: 666

Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.
Categories: Education

Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching

A Beginner's Guide Nicola Whitton, Alex Moseley. University. She holds a doctorate in the use of educational games for learning and has recently led projects in the use of alternate reality games for student induction and gaming for ...

Author: Nicola Whitton

Publisher: Routledge

ISBN: 9781136341304

Category: Education

Page: 248

View: 765

Using Games to Enhance Learning and Teaching provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, difficult to integrate, and require high-end technology. Using Games to Enhance Learning and Teaching offers a comprehensive solution, presenting five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research.
Categories: Education

Handbook of Research on Promoting Higher Order Skills and Global Competencies in Life and Work

Handbook of Research on Promoting Higher Order Skills and Global Competencies in Life and Work

Does digital game-based learning improve student time-on-task behavior and engagement in comparison to alternative ... In N. Whitton & A. Moseley (Eds.), Using games to enhance learning and teaching: A beginner's guide (pp. 21–30).

Author: Keengwe, Jared

Publisher: IGI Global

ISBN: 9781522563327

Category: Education

Page: 418

View: 962

Global awareness and competency has become an essential part of higher education and professional development. Expanding beyond the traditional ideas of learning and education, it is important to provide research that will help students prepare for the global future. The Handbook of Research on Promoting Higher-Order Skills and Global Competencies in Life and Work is a pivotal reference source that provides vital research on the intersection of life and work skills in higher education and professional development. While highlighting topics such as research engagement, learning assessment, and multicultural competence, this publication explores the preparation of twenty-first century learners, as well as the methods of promoting critical and creative thinking. This book is ideally designed for educators, academicians, education administrators, researchers, and upper-level students seeking current research on global knowledge and skills in contemporary education and organizations.
Categories: Education

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game Based Learning

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game Based Learning

Educational Game as Supplemental Learning Tool: Benefits, Challenges, and Tensions Arising from Use in an Elementary School Classroom. Journal of Interactive Learning ... Using Games to Enhance Learning and Teaching: A Beginner's Guide.

Author: Lane, Carol-Ann

Publisher: IGI Global

ISBN: 9781799872733

Category: Language Arts & Disciplines

Page: 958

View: 270

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.
Categories: Language Arts & Disciplines

ECGBL 2020 14th European Conference on Game Based Learning

ECGBL 2020 14th European Conference on Game Based Learning

(2013) 'Strategies for Effective Digital Games Development and Implementation', in Baek, Y. and Whitton, N. (eds) Cases on ... Whitton, N. and Moseley, A. (eds) (2012) Using games to enhance learning and teaching: A beginner's guide.

Author: Panagiotis Fotaris

Publisher: Academic Conferences limited

ISBN: 9781912764709

Category: Education

Page:

View: 586

These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.
Categories: Education

Encyclopedia of Information Science and Technology Third Edition

Encyclopedia of Information Science and Technology  Third Edition

Gamification and game-based elements can improve learners' engagement in the simulation, driving them to achieve more, ... In N. Whitton, & A. Moseley (Eds.), Using Games to Enhance Learning and Teaching: A Beginner's Guide (pp.

Author: Khosrow-Pour, Mehdi

Publisher: IGI Global

ISBN: 9781466658899

Category: Computers

Page: 10384

View: 624

"This 10-volume compilation of authoritative, research-based articles contributed by thousands of researchers and experts from all over the world emphasized modern issues and the presentation of potential opportunities, prospective solutions, and future directions in the field of information science and technology"--Provided by publisher.
Categories: Computers

Advanced Methodologies and Technologies in Modern Education Delivery

Advanced Methodologies and Technologies in Modern Education Delivery

A comparative study of the effects of the use of multimedia on listening comprehension. ... In N. Whitton & A. Moseley (Eds.), Using games to enhance learning and teaching: A beginner's guide (pp. 91–107). London: Routledge.

Author: Khosrow-Pour, D.B.A., Mehdi

Publisher: IGI Global

ISBN: 9781522573661

Category: Education

Page: 959

View: 983

Recent innovations and new technologies in education have altered the way teachers approach instruction and learning and can provide countless advantages. The pedagogical value of specific technology tools and the cumulative effects of technology exposure on student learning over time are two areas that need to be explored to better determine the improvements needed in the modern classroom. Advanced Methodologies and Technologies in Modern Education Delivery provides emerging research on educational models in the continually improving classroom. While highlighting the challenges facing modern in-service and pre-service teachers when educating students, readers will learn information on new methods in curriculum development, instructional design, and learning assessments to implement within their classrooms. This book is a vital resource for pre-service and in-service teachers, teacher education professionals, higher education administrative professionals, and researchers interested in new curriculum development.
Categories: Education

Cases on Digital Game Based Learning Methods Models and Strategies

Cases on Digital Game Based Learning  Methods  Models  and Strategies

Youngkyun Baek brings his extensive experience in the use of digital games for learning, both in South-East Asia and the US (in particular his study of Second Life and ... Using games to enhance learning & teaching: A beginner's guide.

Author: Baek, Youngkyun

Publisher: IGI Global

ISBN: 9781466628496

Category: Education

Page: 626

View: 921

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.
Categories: Education

New Traditional Games for Learning

New Traditional Games for Learning

As mobile/casual gaming competes with the multi-billion pound console game business by capturing new markets (the commuter, ... as we argued in our previous book Using Games to Enhance Learning and Teaching: A Beginner's Guide (Whitton ...

Author: Alex Moseley

Publisher: Routledge

ISBN: 9781135072384

Category: Education

Page: 220

View: 531

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.
Categories: Education

Digital Games and Learning

Digital Games and Learning

Educational Research, 52(2), 183–196. White, D., & Le Cornu, ... An investigation into the potential ofcollaborative computer game-based learning in Higher Education. ... Using games to enhance learning and teaching:A beginner's guide.

Author: Nicola Whitton

Publisher: Routledge

ISBN: 9781136216442

Category: Education

Page: 215

View: 722

In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.
Categories: Education