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Digital Games and Learning -

Digital Games and Learning

Buch | Softcover
320 Seiten
2011
Continuum Publishing Corporation (Verlag)
978-1-4411-9870-9 (ISBN)
CHF 67,95 inkl. MwSt
How can gaming and simulation technologies be used to engage learners? How can they be used to motivate and accelerate learning? What are their main strengths for learning? In this book, contributors explore such questions to help you understand the paradigm shift from conventional learning environments to learning in games and simulations.
This title analyses the variety of play implemented within educational games and simulations and gives detailed examples of cutting-edge application in a wide range of disciplines. The popularity of entertainment gaming over the last decades has more recently led to the use of games for non-entertainment purposes, such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming and helped to spread applications from the home into schools, colleges, universities and out into professional training and continuing professional development. The movement raises many significant issues and challenges for us. How can gaming and simulation technologies be used to engage learners? How can they be used to motivate and accelerate learning? What are their main strengths for learning? The contributors explore these, and many other questions, to help the reader to understand the paradigm shift from conventional learning environments to learning in games and simulations.

Paul Maharg is Professor of Law at the Glasgow Graduate School, University of Strathclyde UK. Henry Jenkins is Director of the Comparative Media Studies Program and Full Professor of Literature at the Massachusetts Institute of Technology, USA. Sara de Freitas is Professor of Virtual Environments and Director of Research at the Serious Games Institute, University of Coventry, UK.

Acknowledgments; Notes on Contributors; Foreword Henry Jenkins; Introduction Sara de Freitas and Paul Maharg; Part I: Theoria - Theoretical Positions; 1. Digital Games and Learning: Modelling learning experiences in the digital age Paul Maharg and Sara de Freitas; 2. Four-dimensional Consideration of Feedback in Serious Games Ian Dunwell, Sara de Freitas and Steve Jarvis; 3. A Complex Systems Framework for Simulating Teaching and Learning David Gibson; Part II: Cultura - Cultural Perspectives; 4. Revolution: Experiential learning through virtual role play Russell Francis; 5. Stealth Learning in Online Games Esther MacCallum-Stewart; 6. Murder on Grimm Isle: The design of a game-based learning environment Michele Dickey; 7. Are Games All Child's Play? Scot Osterweil and Eric Klopfer; Part III: Praxis - Theory into practice; 8. Constructions of Games, Teachers and Young People in Formal Learning Richard Sandford, Keri Facer and Ben Williamson; 9. Games and Simulations in Informal Science Education Kurt Squire and Nathan J. Patterson; 10. From Master to Games-Master: Managing disequilibrium and scaffolding in simulation-based learning Karen Barton and Patricia McKellar; 11. Designing Serious Games for Cultural Heritage Purposes Francesco Bellotti, Riccardo Berta, Alessandro De Gloria, Giulia Panizza, Matteo Pellegrino and Ludovica Primavera; Index.

Erscheint lt. Verlag 31.3.2011
Verlagsort New York
Sprache englisch
Maße 156 x 234 mm
Themenwelt Schulbuch / Wörterbuch Unterrichtsvorbereitung Unterrichts-Handreichungen
Sozialwissenschaften Pädagogik
ISBN-10 1-4411-9870-9 / 1441198709
ISBN-13 978-1-4411-9870-9 / 9781441198709
Zustand Neuware
Informationen gemäß Produktsicherheitsverordnung (GPSR)
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