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Using games to enhance learning and teaching : a beginner's guide

Author: Nicola Whitton; Alex Moseley
Publisher: New York : Routledge, 2012.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
"Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate.
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Details

Document Type: Book
All Authors / Contributors: Nicola Whitton; Alex Moseley
ISBN: 9780415897716 0415897718 9780415897723 0415897726 9780203123775 0203123778
OCLC Number: 730403992
Description: xv, 210 pages : illustrations ; 24 cm
Contents: Background. Introduction / Alex Moseley and Nicola Whitton ; Good game design is good learning design / Nicola Whitton --
Applying game principles to education. Challenge: levelling up / Nicola Whitton ; Community: the wisdom of crowds / Michelle A. Hoyle and Alex Moseley ; Narrative: let me tell you a story / Nicola Whitton and Dave White ; Competition: playing to win? / Alex Moseley ; Multiple media: a picture is worth a thousand words / Peter Whitton --
Creating games for learning. Authentic contextual games for learning / Simon Brookes and Alex Moseley ; Mapping games to curricula / Alex Moseley and Rosie Jones ; Assessment and games / Alex Moseley ; Designing low-cost games for learning / Nicola Whitton and Alex Moseley --
Games in practice. Developing alternate reality games for learning / Katie Piatt ; Evaluating immersive virtual environments for learning / Sarah Smith-Robbins ; Alternate reality games and literature / Danielle Barrios-O'Neill and Alan Hook --
Conclusions. Conclusions / Nicola Whitton and Alex Moseley.
Responsibility: edited byNicola Whitton, Alex Moseley.

Abstract:

"Despite growing interest in digital game-based learning and teaching, such as alternate reality games and virtual worlds, until now most teachers have lacked the resources and technical knowledge to create games that meet their needs. The only realistic option for many has been to use existing games which too often are out of step with curriculum goals, require high-end technology, and are difficult to integrate. This book offers a comprehensive solution, presenting five principles of games that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity. Contributors highlight strategies and solutions for digital game design, showing how educationally sound games can be designed using readily accessible, low-end technologies. The authors are established researchers and designers in the field of educational games. Case studies explore specific academic perspectives, and featured insights from professional game designers provide an explicit link between theory and practice. Practical in nature, the book has a sound theoretical base that draws from a range of international literature and research"--

"Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity"--

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"It is perhaps the one game genre which stand outs the most here. In publishing this work the authors have very astutely filled a gap in the existing field of books on this topic, and have done so in Read more...

 
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