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Book
Games-To-Teach or Games-To-Learn : Unlocking the Power of Digital Game-Based Learning Through Performance
Author:
ISBN: 9812875174 9812875182 Year: 2016 Publisher: Singapore : Springer Singapore : Imprint: Springer,

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Abstract

The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the difference between game-based-teaching and game-based learning, and why this difference is of critical importance, (2) an exposition of the theory of game-based learning as performance, (3) concrete exemplars and research outcomes relating to three game-based learning curricula that have been empirically evaluated in schools, and (4) an understanding of complex issues related to the human side of school change that must be effectively addressed to achieve take-up of game-based learning in schools.

Keywords

Computer games. --- Educational games. --- Simulation games in education. --- Computer Science --- Engineering & Applied Sciences --- Education --- Educational gaming --- Gaming, Educational --- Instructive games --- Training games --- Simulation games --- Engineering. --- Computers. --- Educational technology. --- Computational intelligence. --- Computational Intelligence. --- Educational Technology. --- Computing Methodologies. --- Intelligence, Computational --- Artificial intelligence --- Soft computing --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Automatic computers --- Automatic data processors --- Computer hardware --- Computing machines (Computers) --- Electronic brains --- Electronic calculating-machines --- Electronic computers --- Hardware, Computer --- Computer systems --- Cybernetics --- Machine theory --- Calculators --- Cyberspace --- Construction --- Industrial arts --- Aids and devices --- Application software --- Electronic games --- Games --- Educational games --- Simulation methods --- Education. --- Artificial intelligence. --- Artificial Intelligence. --- AI (Artificial intelligence) --- Artificial thinking --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Self-organizing systems --- Fifth generation computers --- Neural computers --- Children --- Education, Primitive --- Education of children --- Human resource development --- Instruction --- Pedagogy --- Schooling --- Students --- Youth --- Civilization --- Learning and scholarship --- Mental discipline --- Schools --- Training

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