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Argues that video and computer games prepare today's children for success by teaching such critical skills as collaboration, prudent risk taking, strategy formulation, and ethical decision-making.
As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.
"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Fact is that commercial computer games play an extensive role in young people's lives, today. According to a recent study, 62 % of German teenagers play computer games at least once a week. This development led many researchers, school leaders and teachers to the question in how far games can be used to engage young people and support their learning inside the classroom. These considerations have been supported by various studies, showing that computer games can enhance various cognitive skills such as the ability of concentration, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Since then, few research projects have launched which examine digital game based learning (i.e. the learning with the help of computer games), both on a theoretical and empirical level. This study approaches the subject of digital game based learning in the EFL classroom from three different angles: Firstly, a scientific perspective will be adopted. The principles of the design and construction of games and game worlds will be examined. Secondly, the subject of the psychological effects of games on the player will be broached. Thirdly and as the main point, the didactic potential of computer games will be explored in detail. The author presents ways of integrating games into teaching units, and further, the abilities and competences that can be enhanced by the use of digital games. Moreover, particular challenges and problems will be identified that arise when the use of a digital game in class is planned.
"This book offers a look at the latest research within digital literacy and competence, setting the bar for the digital citizen of today and tomorrow"--Provided by publisher.
"This reference brings together an impressive array of research on the development of Science, Technology, Engineering, and Mathematics curricula at all educational levels"--Provided by publisher.
"This book provides a comprehensive collection of knowledge on interactive media based on different perspectives on quantitative and descriptive studies, what goes on in the contemporary media landscape, and pedagogical research on formal and non-formal learning strategies"--Provided by publisher.
"This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"--Provided by publisher.
"This book evaluated the incorporation of technology into educational processes reviewing topics from primary and secondary school to higher education, from Second Life to wiki technology, from physical education to cultural learning"--Provided by publisher.