Choosing and Using Digital Games in the Classroom: A by Katrin Becker

By Katrin Becker

This e-book offers an in-depth evaluate of the makes use of of electronic video games in schooling, from K-12 up via post-secondary. starting with a glance on the historical past of video games in schooling and the context for electronic video games, this e-book courses readers via numerous tools of great online game implementation, together with the Magic Bullet version, which specializes in the player's standpoint of the sport adventure. The booklet additionally comprises equipment of measuring the results of video games in schooling and information on growing electronic game-based studying lesson plans.

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Extra resources for Choosing and Using Digital Games in the Classroom: A Practical Guide

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They also noted that games may or may not simulate reality, which diverges from the definition of games offered by Gredler. On the one hand, there was considerable optimism. A white paper published in 1993 claimed that “(d) espite all the talk about education and computers, the educational software revolution has yet to begin” (De Laurentiis, 1993, p. 2). In reference to educational technology generally, it was claimed that “(d)espite its promise and the vision of many futurists, technology has yet to make its mark on education” (De Laurentiis, 1993, p.

1973). Philosophical investigations; the English text of the third edition. New York, NY: Macmillan. ” Robert Gagné (1980, p. 85) At-A-Glance This chapter on game-based learning and the next on game-based pedagogy form the foundation on which the remainder of the book is built. In this chapter we see why all games involve learning. ) by going through the motivation and learning theories that connect most closely with games. We examine the Clark–Kozma debate through the lens of games as educational technology to better understand why some remain resistant to the use of games for learning.

Educational Technology Research and Development, 44(2), 43–58. Sawyer, B. (2003). Serious games: Improving public policy through game-based learning and simulation. Foresight and Governance Project (Vol. 2002-1). Woodrow Wilson International Center for Scholars. , & Johnson, L. (2003). Evaluation of educational software. Journal of Dental Education, 67(11), 1221–1228. Scriven, M. (1991). Beyond formative and summative evaluation. In M. W. McLaughlin & D. C. ), Evaluation and education: At quarter century: National Society for the Study of Education.

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