Building Blocks for Game Design and Learning
Seiten
2026
Routledge (Verlag)
978-0-415-83864-1 (ISBN)
Routledge (Verlag)
978-0-415-83864-1 (ISBN)
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As scholars increasingly recognize the utility of digital games as tools for learning, there is a growing need for knowledge in two related areas: first, how do players learn from games and second, what specific design techniques ensure meaningful learning outcomes for the player?
In Building Blocks for Game Design and Learning, Casper Harteveld relates existing learning theories to best practices in game design, exploring how each of the three views of knowing—behaviorist, cognitivist, and situative—illuminate the process of learning through gaming. To these established theories he adds a fourth, design-based perspective that builds upon Christopher Alexander’s theory of pattern languages, wherein learning takes place through specific game mechanisms or “gamelets.“ By describing these building blocks that facilitate learning, Harteveld identifies a number of practical techniques for game designers but also elucidates implications for curriculum development more generally, making this book relevant for game designers, educators, and scholars alike.
In Building Blocks for Game Design and Learning, Casper Harteveld relates existing learning theories to best practices in game design, exploring how each of the three views of knowing—behaviorist, cognitivist, and situative—illuminate the process of learning through gaming. To these established theories he adds a fourth, design-based perspective that builds upon Christopher Alexander’s theory of pattern languages, wherein learning takes place through specific game mechanisms or “gamelets.“ By describing these building blocks that facilitate learning, Harteveld identifies a number of practical techniques for game designers but also elucidates implications for curriculum development more generally, making this book relevant for game designers, educators, and scholars alike.
Casper Harteveld is Assistant Professor in the College of Arts, Media and Design at Northeastern University.
Part I: A Design Perspective
Chapter 1: To Game is to Learn
Chapter 2: Designers (Should) Learn Too
Chapter 3: Designing with Gamelets
Part II: A Behaviorist Perspective
Chapter 4: The Pavlov Response to Games
Chapter 5: Player Practice Makes Perfect
Chapter 6: A Game Evaluates the Player
Part III: A Cognitivist Perspective
Chapter 7: Reasoning about Games
Chapter 8: Understand the Experience
Chapter 9: Understanding Needs Reflection
Part IV: A Situative Perspective
Chapter 10: Playing in a Community
Chapter 11: Develop into an Expert
Chapter 12: Guide the Player to Wisdom
Epilogue: Beyond this Book and Games
Erscheint lt. Verlag | 5.1.2026 |
---|---|
Reihe/Serie | Digital Games, Simulations, and Play in Learning |
Verlagsort | London |
Sprache | englisch |
Maße | 152 x 229 mm |
Themenwelt | Schulbuch / Wörterbuch ► Unterrichtsvorbereitung ► Unterrichts-Handreichungen |
Sozialwissenschaften ► Pädagogik ► Allgemeines / Lexika | |
ISBN-10 | 0-415-83864-9 / 0415838649 |
ISBN-13 | 978-0-415-83864-1 / 9780415838641 |
Zustand | Neuware |
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