E-Book, Englisch, 148 Seiten
Pivec Game-based learning
2. Auflage 2008
ISBN: 978-3-89967-521-4
Verlag: Pabst Science Publishers
Format: PDF
Kopierschutz: Wasserzeichen (»Systemvoraussetzungen)
Discover the pleasure of learning
E-Book, Englisch, 148 Seiten
ISBN: 978-3-89967-521-4
Verlag: Pabst Science Publishers
Format: PDF
Kopierschutz: Wasserzeichen (»Systemvoraussetzungen)
The primary target-group of these guidelines is practitioners i.e. all pedagogues, teachers and trainers that teach children age 10 - 15 and wants to implement game-based learning in their classes. Various educational games for children are outlined to spark the ideas and present the possibilities of applying games for learning. The chapter reflections support the reader´s focus on the conditions, pre-requisites and constraints related to her/ his specific educational setting. Many of the activities presented in the different chapters can be taken to the classroom environment. In chapter one introductory thoughts are given to games as educational experience and possible additional activities to motivate students. With help of short reflection within the chapter, the reader is encouraged to think about his/her personal experiences with and about game-based learning and how to establish a dialogue about the games in the class.Chapter two presents learning through time and culture. The key characteristics of game-based learning are described, as well as different types of learning while playing games.The substantial part of chapter three is focused on quality perspectives of games, outlining pedagogical and context criteria, content criteria and technical criteria that practitioners can consider when selecting a game. By defining steps for educational game design, providing guidelines for gender appropriate design, software tools for implementation of ideas and how to evaluate player enjoyment, chapter four sparks ideas on how to use game design as a motivating classroom activity and how to modify the activities for your class.
Autoren/Hrsg.
Weitere Infos & Material
1;Table of contents;6
2;DISCOVER project details;10
2.1;Acknowledgements;11
3;How to use this book;12
3.1;Supplementary material available via the Internet;14
4;Chapter 1: Game- based learning;16
4.1;1.1 Introduction;16
4.2;1.2 Games, motivation and learning;17
4.3;1.3 Games in learning;18
4.4;1.4 Games ABC;24
5;Chapter 2: Why choose a game for improving learning and teaching processes?;28
5.1;2.1 Learning – broadening HORIZONS;28
5.2;2.2 Key characteristics of game based learning;35
5.3;2.3 Games classification;58
5.4;2.4 Examples of using games in schools;71
6;Chapter 3: Choosing & using a learning game;88
6.1;3.1 Introducing a digital game into a course;88
6.2;3.2 Selecting or finding a game;90
6.3;3.3 Quality of a game a key factor for its usage in school context;91
6.4;3.4 The interaction of constraints and opportunities in the learning setting;106
6.5;3.5 Technical considerations;107
6.6;3.6 Students’ facility with information and communications technologies;108
6.7;3.7 Attitudes towards digital game-based learning;109
6.8;3.8 Tutors’ facility with information and communications technologies;110
6.9;3.9 Sustainability;110
6.10;3.10 Taking things forward;110
7;Chapter 4: Designing and implementing a game in an educational context;114
7.1;4.1 Educational game design;114
7.2;4.2 Playing to learn;123
7.3;4.3 Activity – Design an educational game;136
8;References;140
9;Biographics;145




