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Digital Game-Based Learning

Digital Game-Based Learning
ISBN
9781557788634
Weight
2.00 lbs
Cover
Paper

Pages
460

Size
6x9

Date Available
2006/11/06

Products Extra
Paragon House Edition


Index , Notes
        
Price:
$39.95 (39.95)
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This is the Paragon House edition of the classic work by Marc Prensky. Prensky traces the shift from traditional learning to digital game-based learning. He demonstrates how learners have changed, how digital game-based learning works, its applications, and implementation and shows the role of teachers and trainers in this new arena.

Today’s workforce is quicker, sharper, more visually oriented, and more technology-savvy than ever. To truly benefit from the learning power and enthusiasm of this new workforce, training methods must adapt to the way people learn today. Written by the founder of Games2train, this innovative book is filled with examples and information to meet the demands of both educators and employers.

“A must-read both for educators interested in interactive educational technologies and for game developers looking to maximize the social impact of their work.” —Will Wright, Maxis (Creator of Sim City and The Sims )

“Marc’s book is a ‘must-read’ for business managers and HR directors as well.” —Mark Bieler, EVP, Human Resources, Bankers Trust Company (1989-1999)

“This is a breakthrough book that looks at learning as a high activity, high engagement and high intensity process. Marc Prensky has written a must-read book for our field!” —Elliott Masie, The MASIE Center, Editor, TRENDS e-letter and Learning Decisions

CONTENTS

Foreword by Thiagi

PART ONE: INTRODUCTION / BACKGROUND
Introduction
Chapter 1: The Digital Game-Based Learning Revolution
Fun at Last!
The Opportunities in the Digital Game-Based Learning Revolution
Primary Learning —Not Just for Review
Case Study 1:The Monkey Wrench Conspiracy:How to Get 3 Million Engineers to Learn (and Like It)
Case Study 2:In$iderCase Study:How to Be Sure the People Who Audit the Books Get it Right (and Like It!)
The Promise of Digital Game-Based Learning
The Key Messages
Chapter 2: The Games Generations: How Learners Have Changed
How Learners have Changed
Do They Really Think Differently?
Digital Media:A Second Language
Different from TV:Manipulating versus Watching
So What About Attention Spans?
10 ways the Games Generation is Different
"Attitude "
Chapter 3: Why Education and Training Have Not Changed
Content-Centered versus Learner-Centered Approaches
AFTRB
Tell-Test
The Linear/Logical Approach
A Brief History of Learning and Technology
The Great "How Do People Learn?" Debate
A History of Learning Technologies
Instructional Design —Helping or Hurting?
The Role of Practice
So Why is Change So Difficult?
Chapter 4: Digital Game-Based Learning: New Hope for Learner-Centered Training and Education Berling-Agency;
Learner-Centered Education
Learning Technologies —A Double Edged Sword
Enormous Potential
Towards A Learner-Centered Environment:What If the Training and Education World Were Like the Games World?
Motivating Today's Learners
Potential Learning Motivators

PART TWO: HOW GAMES TEACH AND WHY THEY WORK
Chapter 5: Fun, Play and Games: What Makes Games Engaging?
Fun —The Great Motivator
Fun and Learning
Play —The Universal Teacher
Play and Learning
Play and Work
Games —Adding the Structure
What Makes a Game a Game? Six Structural Factors
Other Types of Interactivity Beside Games
"Digital "Games
Game Taxonomy —Categories of Games
Computer Game Design
The Principles of Good Computer Game Design
Other Important Digital Game Design Elements
Digital Game Preferences:Culture and Individuals
The "Language "of Digital Games
Summary — What Makes Games So Engaging?
Chapter 6: Digital Game-Based Learning: Why and How it Works 000
Why Digital Game-Based Learning Works
How Do You Combine Computer Games and Learning?
Selecting a Game Style
The Subject Matters —Types of Interactiv Learning
Putting the Game and Learning Together
Business and Political Context —"Being PC"
Types of Technology Available (or Required) for It to Run On
Resources and Experience Available to Build It
Implementation —Getting it Out There
Digital Game-Based Learning Principles
Chapter 7: Digital Game-Based Learning for Kids and Students: Edutainment
Growing Up with Learning Games
Digital Game-Based Learning for Preschoolers:Jumpstart,Baby!
Digital Game-Based Learning in Grades K-12
Digital Game-Based Learning in Colleges and Universities
Conclusions
Chapter 8: Digital Game-Based Learning for Adults
Games Adults Play
Computer Games at Work
Jeopardy!The Hidden Training Tool (Shhh!)
Simulations:Are They Games?
Digital Game-Based Learning and the Internet
Digital Game-Based Learning and Handhelds and on Digital Phones
Conclusion

PART THREE: WHAT LEADING ORGANIZATIONS ARE DOING
Chapter 9: Digital Game-Based Learning In Business: 41 Examples and Case Studies from the Incredibly Simple to the Amazingly Complex
External Training
Internal Training
Conclusion
Chapter 10: True Believers: Digital Game-Based Learning in the Military
Joint Force Employment
A Bit of Military History
Kinds of Military Training
The Army
The Navy
The Air Force
The Marines
The National Guard and Reserves
Military Training 's Other Missions —Schools and Standards
Linking Entertainment and Defense —The Conference
Conclusion

PART FOUR: IMPLEMENTATION
Chapter 11: Bringing Digital Game-Based Learning into your Organization
Getting Started
Categories of Digital Game-Based Learning Available
Assessing Your Organization 's Game-Based Learning Style
Fitting Digital Game-Based Learning Into Any Budget
Fitting Digital Game-Based Learning into Corporate Universities and Curricula
Learning Management Systems and Digital Game-Based Learning
Conclusion
Chapter 12: The Roles of Teachers and Trainers in Digital Game-Based Learning
Digital Game-Based Instruction
Leaving Pleasantville
New Roles for Trainers and Teachers
Why Teachers and Trainers Will Make Learning Games
Getting practical
Chapter 13: Convincing Management and Getting the Bucks—the Business Case for Digital Game-Based Learning
What 's the Price Tag?
Getting the Bucks
Chapter 14: Evaluating Effectiveness: Does It Work?
The Naysayers

The Evidence: What 's the "It "W are Talking About?
What About the Older Generations?
What About Nongamers?
Overcoming Some Other Barriers
Crossing the Chasm
Chapter 15: So You Have an Idea...
The Model
Leave Us Your Mind
A Second Model —Building Tools or Engines
Don 't Count on the Training Companies
What About the Games Companies?
What About Edutainment Companies?
So What is the Answer?
Chapter 16: The Future—Where Do We Go From Here?
The Future of Digital Learning
The Future of Digital Games
The Visions for Digital Game-Based Learning
The Challenges

Notes
Further Reading
Index
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