E-Book, Englisch, 259 Seiten
Games: Purpose and Potential in Education
1. Auflage 2008
ISBN: 978-0-387-09775-6
Verlag: Springer-Verlag
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
E-Book, Englisch, 259 Seiten
ISBN: 978-0-387-09775-6
Verlag: Springer-Verlag
Format: PDF
Kopierschutz: Adobe DRM (»Systemvoraussetzungen)
The field of Games is rapidly expanding, prompting institutions throughout the world to create game development programs and courses focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased interest is due to the technological advancement of digital games and the fact that a new, digital generation is emerging with a strong gaming background.
focuses on the issues of incorporating games into education and instructional design. Ideas of identity development, gender diversity, motivation, and integrating instructional design within game development are addressed since each of these areas is important in the field of instructional design and can have a significant impact on learning.
This volume brings together leading experts, researchers, and instructors in the field of gaming and explores current topics in gaming and simulations, available resources, and the future of the field.
Autoren/Hrsg.
Weitere Infos & Material
1;Contents;6
2;Contributors;12
3;List of Abbreviations;14
4;Preface;15
5;Acknowledgements;15
6;Chapter 1 Once Upon a Game:;16
6.1;Rediscovering the Roots of Games in Education;16
6.1.1;1.1 Introduction;16
6.1.2;1.2 Games as an Educational Technology;20
6.1.3;1.3 Game and Play: What the Words Say;27
6.1.4;1.4 Otium vs. Negotium;31
6.1.5;1.5 Conclusion;33
6.1.6;1.6 Acknowledgments;35
6.1.7;1.7 References;35
7;Chapter 2 Learning by Designing Homemade PowerPoint Games;38
7.1;2.1 Introduction;38
7.2;2.2 Game Design: The Other Use of Gaming in Education;40
7.3;2.3 Constructionism as a Rationale for Gaming in Education;42
7.4;2.4 Game Design as a Route to Play and Flow;44
7.5;2.5 Homemade PowerPoint Games in Use: K-12 Education;49
7.6;2.6 Conclusions;54
7.7;2.7 References;55
8;Chapter 3 Video Games, Learning, and “Content”;58
8.1;3.1 Experience and Learning;58
8.2;3.2 A Piece of Research: Action, Simulation, and Reading;60
8.3;3.3 Social Identity and Learning;60
8.4;3.4 Game Design;61
8.5;3.5 The Situated Learning Matrix;62
8.6;3.6 Clearing Up Possible Misconceptions;66
8.7;3.7 References;66
9;Chapter 4 Fair Game:;69
9.1;Gender Differences in Educational Games;69
9.1.1;4.1 Introduction;69
9.1.2;4.2 Gender Differences in Toys and Games;70
9.1.3;4.3 Fantasy Play, Simulations, and Games;72
9.1.4;4.4 The Playground;75
9.1.5;4.5 Games;76
9.1.6;4.6 Gender and Education;79
9.1.7;4.7 Games in the Classroom;80
9.1.8;4.8 Game Design for Education;83
9.1.9;4.9 References;85
10;Chapter 5 Video Game Pedagogy:;87
10.1;Good Games = Good Pedagogy;87
10.1.1;5.1 Introduction;88
10.1.2;5.2 Studying the Masters, and the Scholars;89
10.1.3;5.3 Connecting the Dots;90
10.1.4;5.4 On Choosing Games for Study;91
10.1.5;5.5 Game Elements;96
10.1.6;5.6 Learning and Instructional Design Theories and Models;98
10.1.7;5.7 The Classics Revisited;99
10.1.8;5.8 New Frontiers;118
10.1.9;5.9 Digital Games Are Special (Educational Technologies);133
10.1.10;5.10 Conclusion;136
10.1.11;5.11 References;136
11;Chapter 6 Applying Pedagogy during Game Development to Enhance Game- Based Learning;140
11.1;6.1 Applying Pedagogy during Game Development to Enhance Game- Based Learning;141
11.2;6.2 Levels of Design and Application;142
11.3;6.3 Fundamental Components of Interactive Entertainment;144
11.4;6.4 Applying Pedagogy during the Game Development Process;145
11.5;6.5 Conclusion;172
11.6;6.6 References;173
12;Chapter 7 Video Games and Teacher Development: Bridging the Gap in the Classroom;176
12.1;7.1 Introduction;176
12.2;7.2 Use of Video Games in the Classroom;180
12.3;7.3 Teachers’ Barriers to Video Games in the Classroom;182
12.4;7.4 Strategies for Successfully Integrating Video Games in the Classroom- Bridging the Gap;186
12.5;7.5 References;196
13;Chapter 8 Confronting the Dark Side of Video Games;198
13.1;8.1 Introduction;198
13.2;8.2 Video Game Playing;201
13.3;8.3 The Rising Controversy;205
13.4;8.4 In A Galaxy Far, Far, Away…;215
13.5;8.5 Rating Video Games;218
13.6;8.6 Conclusion;223
13.7;8.7 References;225
14;Chapter 9 Blogging the Future from Multiple Perspectives:;231
14.1;Current Problems and Future Potentials for Educational Games;231
14.1.1;9.1 Introduction;231
14.1.2;9.2 Importance of Connecting Games and the Instructional Design Field;232
14.1.3;9.3 Problems with Games and Education;236
14.1.4;9.4 Understanding the Benefits of Games;241
14.1.5;9.5 Integrating Games into Teacher Preparation and Education;244
14.1.6;9.6 What are the Cultural Implications of Increasing the Use of Games in Education?;249
14.1.7;9.7 How Can Assessment be Conducted When Using Games?;252
14.1.8;9.8 What Are the Future Potentials for Games in Education?;255
14.1.9;9.9 Conclusion;259
14.1.10;9.10 References;261
15;Biographies;262
15.1;Editor Biography;262
15.2;Author Biographies;262
16;Index;267
17;More eBooks at www.ciando.com;0




